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ISCOOL is an interactive educational game for text analysis and interpretation. It draws from several reference datasets, providing users with information about people, organisations and locations, as well as word definitions and historical facts that serve as the basis for reading comprehension and provide a wider context for information to be accessed, interpreted and understood. In game-play, users...
Our work aims at designing a dialogue manager dedicated to agents that interact with humans. In this article, we show how empirically specified dialogue games can be employed on both interpretative and generative levels of dialogue management. We present DOGMA, an open-source module that can be used by an agent to manage its conventional communicative behaviour. We show that our library of dialogue...
It has been argued that the value of communities is that they can solve certain types of collective action problems which are resistant to purely market-based or policy-based solutions. Such problems increasingly arise in a data-driven information economy, the (so-called) sharing economy, and in economies of scarcity, where the added-value of information, reciprocity or other pro-social behaviour...
Multi-view videos shot using multiple cameras are highly interested due to their considerable flexibility in enhancing the quality of our daily viewing experience, especially for large-scale events. However, the increase in the number of cameras burdens even experts on suitable viewpoint selection. Therefore, we propose in this paper an automatic viewpoint sequence recommendation system to support...
The occurrence of learning transfer is an important criterion for checking whether learning has taken place. In recent years, simulation games have been applied widely in the field of skill training and education. But research about whether learning transfer occurs in simulation games is still limited. This paper aims to examine whether learning transfer occurs among learners and to explore the characteristics...
This article describes the collective experience of a game construction by students and teachers at the Polytechnic School of Health Professional Education Joaquim Venâncio (EPSJV/FIOCRUZ), in the context of a subject of the Health Professional Education curriculum. From the discussion proposed by teachers about the relationship between health and social economic development within the Brazilian Unified...
This paper discusses the use of video games for public health communication, as a means of presenting health content in attractive formats, fostering an active stance in seeking such content and enhancing population’s social participation. In order to do that, we analyze the concepts of serious games, procedural rhetoric and games as participatory media culture. A subsequent empirical step consisted...
This paper describes the current mechanism of interconnecting independent OpenSimulator installations such that a client session can be transferred from one installation to another. It also describes the consequences of this mechanism and reflects on their possible impact.
A number of changes are occurring in the field of computer game development: persistent online games, digital distribution platforms and portals, social and mobile games, and the emergence of new business models have pushed game development to put heavier emphasis on the live operation of games. Artificial intelligence has long been an important part of game development practices. The forces of change...
The Japanese feature-phone has traced a relatively unique evolutionary path considering its unique service development context in the last decade. The global trend of smart phones has provided a new direction in evolution for the mobile service business in Japan. This transition in a unique ecosystem and user experience provides an opportunity to identify the driving factors for mobile service business...
This study focuses on the impact of video game development as an approach to educate individuals for the demands of creative industries such as video games. Questionnaires were administered to 38 students enrolled in two educational programs which involved developing video games. Findings suggest that developing video games creates an exceptional setting to promote the students' creativity, due to...
This paper introduces a novel concept in the use of game technology and education. Instead of employing gaming technology to create entertaining fictions or develop practical training environments, this paper introduces the concept and demonstrates the practical benefits of docugames for preservation. A docugame for preservation is a simulation that incorporates historical or culturally relevant artifacts...
In cognitive gameplay, players must identify inputs, classify and integrate them in a contextually appropriate manner, then draw conclusions and provide feedback to the game engine to demonstrate their mastery of the challenge. Established requirements practices do not exist for this domain and game development teams rely upon ad hoc approaches to specification and iterative requirements-through-implementation-and-test...
Existing pedagogical approaches to ethics education in engineering and science reinforce what this paper terms “the fallacy of the individual decision-maker” by suggesting an oversimplified, individualistic model of ethical decision-making, rather than recognizing the organizational, cultural, or group deliberative context of an ethical dilemma. Consequently, students fail to develop the group deliberative...
In recent years, digital games have been widely used in all fields for learning. Learners are immersed in the context and content, and have increased willingness to participate learning activities which implies the enhancement of learning motivations. The game built in this research was done with Oblivion game engine. First, we design a role-play game script according to the anti-Japanese war history...
Emotional requirements capture the game designer's vision for the player's emotional experience and are used to facilitate communication between pre-production and production teams. However, production-phase deficiencies in emotional requirements have been identified. In this work, we extend the definition of emotional requirements to include emotion prototypes and emotion markers and present improved...
In this paper we present ANSWER, an innovative approach to film direction. Here we describe a methodology to semantically model the film domain in a way which is coherent with the directorpsilas intent during film production. To achieve this, we are developing a system architecture which will provide the director with the necessary tools and services to author a scene description through intuitive...
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