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User feedback is crucial to improve software quality. For example, it can be used to identify missing features and clarify user trends and preferences for future improvement. However, obtaining user feedback is not a 'one-off' process which requires that developers need to gather user feedback in an on-going approach. The problem lies here: the majority of users are generally lack motivation and interest...
Twitter has become a dependable microblogging tool for real time information dissemination and newsworthy events broadcast. Its users sometimes break news on the network faster than traditional newsagents due to their presence at ongoing real life events at most times. Different topic detection methods are currently used to match Twitter posts to real life news of mainstream media. In this paper,...
Stealthy attacks are a major threat to cyber security. In practice, both attackers and defenders have resource constraints that could limit their capabilities. Hence, to develop robust defense strategies, a promising approach is to utilize game theory to understand the fundamental tradeoffs involved. Previous works in this direction, however, mainly focus on the single-node case without considering...
This paper describes the development of a novel web-delivered computer game, Boundary, where human players vie against each other or computer agents that use adaptive learning to modify playing strategies. The novelty presents challenges in game development both in terms of game playability and enjoyment as well as designing intelligent computer game players. An adaptive artificial intelligent agent...
The purpose of this paper is to develop a nonlinear programming method for solving a type of cooperative games in which there are multiple objectives and coalitions' values on objectives are expressed with intervals, which are called intervalvalued multiobjective cooperative games for short. In this method, we define the concepts of interval-valued cores of interval-valued multiobjective cooperative...
Primary user emulation (PUE) attack is a serious security problem in cognitive radio (CR) networks. In PUE attack, attacker transmits an emulated primary signal during a spectrum sensing interval to fool the CR system causing a prohibition in the secondary access on the attacked channel. An attacker is called selfish attacker if it performs the PUE attack for its selfish own purpose. Since it is obligate...
We Chat was published in China by Ten cent company since Jan. 21st 2011. After 100 million users in Mar. 2012, Ten cent announced that the number of We Chat's users reached 300 million in Jan 15th 2013. We Chat has become one of the most heated topics within the last 2 years and its every move is attracting attention from various academia, industries, and enterprises. This study selected 50 university...
Motivation is very important in any kind of human activity. This is especially true in the context of learning. Various educational systems therefore try to incorporate elements, which has motivating effects on their users -- learners (students). Increasingly popular in this domain is employing elements of gamification. In our work, we propose specific type of one of the gamification mechanics --...
Computer games have been exploited in educational procedures, since they help in fostering creativity, in familiarization with technology, and develop problem-solving, logical thinking, communication, and collaborative skills (Sicart 2009). Games is a symptom of our societies and offer learning and strong educational advantages, as they fully motivate and engage students. The term “game” refers to...
Using mobile devices for entertainment, knowledge transfer, and learning has been an important development in recent years. The use of mobile games as pedagogical tools has also become more and more popular. The mobility of the devices can enhance applications with location-based information. Why not combine these aspects to create mobile, location-based learning games to make users aware of their...
This pilot study explores the use of serendipitous learning of mathematics in a group of Further Education students. Data was gathered from 28 students within a computer games design unit on a computer science course. The data was gathered using both quantitative and qualitative methods. The findings indicated that even at this early stage that student's view of mathematics had changed in a positive...
There are many statistics to measure a batter performance including a batting average and the RBI of the professional baseball. In this paper, we introduce some modification of OPS to represent the characteristic and change of the condition of the player and develop visualization methods and the Web based system of these visualization.
This paper describes TaggingCreaditor, a content authoring tool for location-based games. This tool is implemented both as a mobile and desktop application, which offers the possibility to end users to easily create, edit and/or mix content for these games. TaggingCreaditor has been designed to support a number of location-based games for learning in cultural heritage sites, based on the idea of connections...
This paper reports on a small scale study, involving Greek teachers. It investigates their about exploiting Mobile Learning in class. The contribution of this study for the academic community is that it describes an effort and a methodology to record the target group's misconceptions and misunderstandings, regarding the mobile learning field, thus highlighting their need for training in order to incorporate...
The aim of this paper is to present a game based application constructed for the School of Law at the University of Westminster, London. The application is to be used for teaching purposes and is based on a hypothetical scenario. The paper discusses the challenges of designing game based applications for teaching Law and proposes some design solutions. The ‘Articulate Storyline’ e-learning authoring...
Motivating students has always been the main concern of seasoned and new teachers. This is evident as they plan their lessons meticulously to ensure that their students are actively engaged in some form of activity or preparing for a task. The purpose of the paper is to examine the advantages, obstacles, and impact of using games on student engagement and involvement throughout the learning process...
This paper primarily relates to the engineering of affective (emotional) computing (AC) capabilities in machines and also considers how such developments may be used to advance the quantified self (QS) paradigm. Our work will provide a literature and technology review providing some general insights and discussion around AC applications, technologies, tools, platforms and alternative controls/interfaces...
We can use the detail data of soccer and we are intended to analyze the pattern to lead to a score in soccer games. We note a series of actions to lead to a shoot and visualized the actions for analyze a pattern for each team. We analyzed the actions to lead to a shoot for each team from visualized the actions.
Everything is just turning into online brand. A person or organizations without an account in online social networking sites are under estimated now-a-days. Customer-relationship management is a high cost business going on everywhere. To collect data for their requirements they move on to survey which is old fashioned rather they collect from online sites. The problem here is not Data Mining it is...
This paper presents a humanoid robot assisted imitation based interactive game for Sign Language (SL) tutoring. The game is specially designed for children with communication impairments. The work presented is a part of Robot Sign Language Tutor∗ project. In this study, a Robovie R3 humanoid robot is used to express a set of chosen words in SL using hand movements, body and face gestures. The robot...
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