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Witnessing and imitating a dance instructor facilitates improved learning opportunities compared with textual, auditory or video reproductions. Learning a complex dance from a verbal description is difficult, as spoken words are slow and cannot encapsulate all the details of a precise maneuver. Unfortunately, in a museum environment, visitors are not afforded the opportunity to become fully immersed...
We present strike response times comparison for a traditional and popular table top Indian game, Carrom, measured under three conditions: face-to-face/co-located live, virtual with live feed of the co-player and virtual without the feed of co-player. The game of Carrom, in Indian context, rates high on the social interaction experience and is played with extreme levels of engagement and involvement...
Several concepts from traditional research on Artificial Intelligence (AI) need to be trained before they can be used. For example, when applied to a computer game, its AI framework has to “learn” how the game should be played. However, such trainings may not be trivial due to the often complex game world environments. This paper presents a novel training approach for game AI frameworks where, instead...
The current paper is an investigation towards understanding the navigational performance of humans on a network when the 'landmark' nodes are blocked. We observe that humans learn to cope up, despite the continued introduction of blockages in the network. The experiment proposed involves the task of navigating on a word network based on a puzzle called the word morph. We introduce blockages in the...
Availability of low cost sensor nodes has made Wireless Sensor Networks (WSNs) a viable choice for monitoring critical infrastructure such as power grid, civil structures and others. There are quite a few approaches in the literature that use WSN to monitor pipelines (water, gas, oil, and various other types of pipelines). The primary goal of all these protocols is to detect device malfunctions such...
The fields of security and usability often conflict with each other. Security focuses on making systems difficult for attackers to compromise. However, doing this also increases difficulty for the user. Users in security are often seen as an obstacle - they are the weakest point of the system, willing to circumvent security policies in order to access their work faster. A large part of security is...
Mobile Human Computer Games (HCGs) are applications that aim to generate useful computations as a byproduct of gameplay. As user participation in HCGs is critical for success, the game mechanics should engage users so that they remain motivated to contribute their time and effort. In this paper, we investigate user perceptions of engagement and information quality of a mobile HCG by comparing these...
We describe our experience with the Muithu sports notational analysis system, a novel digital information system in the popular sports domain. The system integrates real-time coach notations with related video sequences, and is configured with small, off-the-shelf and cheap components. Muithu requires little or no human post-processing, which is in strong contrast to state of the art resource-intensive...
The objective of this research is to investigate the feasibility of using Conway's game of life to solve the problem on printed Lanna character recognition. Pattern recognition can be defined as the objects identification on the basis of information available about it. The problem on character recognition has been discussed to find out the best solution and various recognition methods have been implemented...
Intelligent agents or non-player characters (NPCs) in human interaction scenarios are required to react in ways that are consistent to the training scenario. In many cases these NPCs are controlled by a simple state machine and scripts. The use of these techniques leads to responses that are of poor quality and machine driven. In our work we aim to design a model for incorporating emotional enhancements...
A fundamental requirement of non-player characters (NPCs) in today's computer games is to be able to move through a complex virtual world in an intelligent way. Pathfinding or path planning techniques are used by games developers to determine suitable routes, during gameplay, from a starting location to a goal position. These techniques make use of graphs to efficiently represent the game world. Navigation...
The ability to make good decisions is important to people in all areas of lives. This is also evident in sports games where players have a very limited time to obtain, interpret and analyze information on ever-changing situations before they decide on their actions. Using common basketball game scenarios, this research compares and evaluates decisions made by novice and experienced basketball players...
This paper describes an architecture for controlling non-player characters (NPC) in the First Person Shooter (FPS) game Unreal Tournament 2004. Specifically, the DRE-Bot architecture is made up of three reinforcement learners, Danger, Replenish and Explore, which use the tabular Sarsa(λ) algorithm. This algorithm enables the NPC to learn through trial and error building up experience over time in...
Calling and being called by one's own name play essential roles in our social life. In the study reported here, we investigated the possibility that own as opposed to other names would be automatically detected by mechanisms utilizing some initial acoustic indications. To this end, we examined early event-related potential responses (up to 400-ms latency) to one's own and other names while playing...
Webble Technology is the most recent form of Intelligent Pad. Webbles are objects in a browser window that allow for direct manipulation by drag and drop. One may pick up any Webble and move it over any other one for operational combination. The new Webble is plugged into the previous one and data between them flow through predefined slots. Human users may reconfigure the slot connections of Webbles...
Memetics is an approach to interpret, understand and possibly manage communication and knowledge evolution in a Darwinistic way. Meme Media are implementing Memetics. Intelligent Pad has been the earliest Meme Media middleware. Webble Technology is the most recent form of Intelligent Pad. Webbles are objects in a browser window that allow for direct manipulation by drag and drop. One may pick up any...
Confronting conflicts and coping with them is part of social life, since conflicts seem to arise in almost every context and developmental stage of human life. The personal and collective gains that follow conflict resolution have motivated scholars across many research fields to advocate the use of pro-social mechanisms for resolution. The Siren serious game aims to support teachers' role to educate...
In order to let students learn authentically, we provide an opportunity for them to learn naturally and apply knowledge by adding authentic learning experience in classrooms. We wanted to know whether integrating embodied interactions in authentic learning can enhance authentic learning experience, and even improve learning performance. In this research, we proposed a near-authentic environment that...
Control of finite-valued networks, including Boolean networks, is currently a hot topic. In this paper the optimization control of the networks with present value performance criterion is discussed. The problem is formulated as a finite strategy game between human and machine. It is firstly proved that the optimal strategy can be found in the set of periodic strategies, which makes the problem finitely...
This study seeks to compare mental focus onset levels between physically abled and disabled people. Forty subjects from each group were given a concentration-intensive task in the form of an iPhone game, while their brain activities were recorded using Electroencephalography (EEG). Attention levels were monitored through EEG data extracted from the pre-frontal cortical location. Attention shifts from...
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