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Considering the high failure rate in the procedure of applying dental anesthesia, this paper presents the process of gamification of a simulator of this procedure. The objective of this serious game is to promote a more attractive learning strategy that encourages and at the same time evaluates training, reducing risks to patients. For this, it was conducted a literature review about serious games...
Since the early years of the twenty-first century, the performing arts have been party to an increasing number of digital media projects that bring renewed attention to questions about, on one hand, new working processes involving capture and distribution techniques, and on the other hand, how particular works—with bespoke hard and software—can exert an efficacy over how work is created by the artist/producer...
The inclusion of Information Communication Technologies (ICT) in education is something that has been working from different initiatives worldwide. Concern is on how these resources can enhance the teaching-learning process. Video games are an alternative, given that they present an opportunity to work on different themes in a motivating way. Children and young people can access the different contents...
The use of serious games as a mediator to the learning process has risen a lot over the last few years. This article goes beyond, by using the act of building a serious game as a learning construct. It introduces an educational game that helps the user to learn about art, history and architecture. This game was developed using the Challenge Based Learning method (CBL), which has been applied in elementary...
This paper presents a work in progress, “The Body project”, concerning the development of an interactive virtual reality “artistic game” that takes place in the inner space of the human body. The human body is a particular “landscape”, intelligent not only during its natural state (alive), but also in its — after life — disintegration of components (dead). The key issue of this artwork-game is an...
Interactive digital storytelling becomes a form of information presentation in many fields. Its application spans from media industry through digital cultural heritage, serious games, information visualization to contemporary theater and visual arts. In order to develop a new digital storytelling methodology hyper-storytelling, we engaged a team of multidisciplinary experts from computer science,...
In this paper two approaches to upscaling of low resolution bitmaps created using pixel art digital form are proposed. The methods are aimed to deal with limitations of classical and dedicated algorithms typically used in gaming applications. The proposed spatial methods, proximity-based coefficient correction and transition area restriction, lead to no limitations in scale factor in comparison to...
It has become natural that people use smartphones for various purposes. Even the child has a simple smartphone with convenience, however, is it really meaningful for children to use smartphones? It is often the case that they use smartphones for watching "YouTube" or "games". those activities are only limited inside the frame of the screen. To solve this, here I propose the kaleidoscope...
Digital opera can be characterized as a bourgeoning operatic form that emerges naturally from digital culture. Qualifying works exploit modes of collaborative production, music making and storytelling that rely on the computational advancements of the digital age. In recent years, digital opera has begun to extend beyond the boundaries of physical theatre and into web and mobile media. Resulting works...
This article proposes to approach the problematic of the introduction of strategies of gamification by means of technological didactic objects, succinctly describing the development of a digital educational game conceived with the objective of working areas such as auditory memory and the discrimination of heights, Simultaneous approach to the symbology proper to musical spelling. Based on the implementation...
Video Games have become a core part of life for many and the industry is making millions. Video game principles are used in virtual reality and training scenarios for military applications. Courses in video Games are something that colleges should look into making. This paper is intended to be a course outline of an introductory course for students seeking to enter the industry.
The interactive post-production 3D video technology is a real video image visualization technology. By integrating 3D models into real videos with a very high degree of realism which matches the perspective from the moving camera, and also retaining the original quality of the video, allowing an instant interactive integration method with both real and virtual objects. This technology can also be...
Along With the progress of computer games, a considerable variety of game has appeared. There is an increasing demand of digital entertainment. It is common for game players to pursuit a better game interaction experience and visual experience. Game art designers pay more attention to achieve realistic effects. In these years, particle effects are widely used in game development. In this article,...
In game development, software teams often conduct postmortems to reflect on what went well and what went wrong in a project. The postmortems are shared publicly on gaming sites or at developer conferences. In this paper, we present an analysis of 155 postmortems published on the gaming site Gamasutra.com. We identify characteristics of game development, link the characteristics to positive and negative...
The interplay between sound and vision is a key determinant of human perception. With the development of Virtual Reality (VR) technologies and their commercial applications, there is emergent need to better understand how audio-visual signals manipulated in virtual environments influence perception and human behaviour. The current study addresses this challenge in simulated VR environments mirroring...
Cinematic virtual reality is a new and relatively unexplored area in academia. While research in guiding the spectator’s attention in this new medium has been conducted for some time, a focus on editing in conjunction with spectator orientation is only currently emerging. In this paper, we consider rhythm as an important element in guiding attention. Starting with the possibility of applying some...
Over the past few years the use of educational games for learning purposes has reported many educational benefits in terms of students’ motivation and engagement towards learning. One of the challenges in the research field of Game-Based Learning (GBL) is to create or adapt educational games to teachers’ requirements depending on their particular situations. An approach to face this problem is to...
Given the high drop-out rates of students from colleges in USA, including STEM fields, there is a national imperative to address this issue with all possible means. Universities are pushed towards providing students with personalized attention and timely academic feedback. At the same time, intrinsic student motivation also plays an enormous role in success. It is important for educators to present...
implementing leaderboard is one of the most popular gamification strategies which allows triggering various types of engagement and potentially links to different performances in skill acquisition and knowledge transfer. Although leaderboards are currently implemented in various domains and many kinds of leaderboards are currently employed, previous studies reported that not all participants engaged...
Stop feeling bad about not having a language of VR, and embrace the multiplicity! This full day tutorial explores ways of applying the vibrant creativity of early media to VR, AR, and MR work today, using a new cross-historical concept called media of attraction. Participants will be guided through a prototyping process focused not on best practices, but on restriction mining, bespoke solutions, and...
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