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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...
As the number of commercial products of virtual reality (VR) has steeply increased and the development of VR technology has quickly advanced, more and more digital contents have been developed using the VR technology. This trend appears in the game industry too. The gesture-based interface becomes one of well-adopted interfaces for VR games, which has been used several years in other domains such...
Motion-based games offer positive effects on physical, social, and mental health for the players and have been common during the past decade, enabled by commercial motion tracking devices. However, little is known about the impact of game mechanics on the player experience, movement, and performance in motion-based games. In this paper we present results from a study with 35 participants comparing...
This study aims to determine how the visual character of wayang kulit (shadow puppet) represented into the wayang-themed game in Indonesia. Research using visual language theory with case studies of two wayang-themed games titled “Mahabharat Warrior” and “Kurusetra”. The theory of visual language is used to determine how the visual representation of the form of wayang that use the Space-Time-Plane...
The development of gaming applications around the world, growing so fast, so does in Indonesia. This sparked the game makers in this country to be more creatively, create different variants of the game, and spoiling the game consumers which increasingly growing, rapidly. Character is not just a “Visual Form” but at the same time, also a representation of an ideological, who designed, that is able...
Web-based public screen interaction using personal mobile devices is already being deployed in commercial interactive digital signage and gaming systems, but academic research on the topic has been scarce. In this article, the authors help to fill the gap by presenting their findings from two in-the-wild deployments of a public screen game that features Web-based interaction. This article is part...
We designed a tablet game to diagnose, train, and assess the rehabilitative progress of hemi-spatial neglect patients. We found that a set of parameters from fitting Fitts' law to hit delays in a whack-a-mole game can be used to identify neglect patients due to the asymmetry between performance on the left and right hand sides of the screen. Performance improvements were evident in in-game metrics...
One forms of technology-based content in museum development is gamification, which can be aimed to give more experience to visitors in museum. Beside can give more experiences to visitors in museum, gamification can be used in education purposes. This research is aimed to develop a Turn- Based Strategy (TBS) ¬genre-type game which named Battle of Popo which is a part of service-based Alternate Reality...
At about 50% of the people diagnosed with autism have problems in developing any kind of functional language. Having this is mind, we developed a game, called ComFiM, for multitouch devices, aiming to encourage communication between people with autism. This paper presents the development and evaluation of ComFiM, exposing design decisions and results. ComFiM was developed based on requirements of...
Training studies using action video games have shown enhanced post-training vision in both normally-sighted as well as amblyopic individuals. The purpose of this work has been the development of a game modification or “mod” using Unreal Tournament 2004 in order to combine conventional antisuppression therapy principles for amblyopia with the benefits rendered by action video games for visual recovery...
This paper describes the development of a visual impairment simulator created using the Unreal Engine 3 game engine. A game mod based upon the Unreal Tournament 3 game was produced which harnessed the game engines post process chain functionality to reproduce the appearance of a series of visual impairments. This virtual reality environment was then tested by 3 different user groups: A set of professionally...
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