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Social cognition is the study of how people interact with each other in a social situation. An effective interaction would require higher degree of cognitive involvement between the participants and consequently, an enhanced synchrony between their neural mechanisms. In this study, twelve pairs of subjects interacted with each other via a cognitively engaging experimental paradigm in which they either...
Individuals with Down syndrome should be adapted to society. As there are various projects to achieve this goal, one of them is establishing cafes where all waiters/waitresses are individuals with syndrome. The Down Cafe is the one of these cafes that is located in Istanbul, Turkey. In such cafes, some of the tasks are quite hard to be performed by individuals with Down syndrome, such as taking orders...
During the past two decades, game developments have been increasing rapidly. In developing these games, there are various algorithms involved. The objective of this research is to develop an educational game by using the Cellular Automata Algorithm (CAA) to construct areas in the game. It is used for generating a dynamic labyrinth, so that it always changes in every game play. Therefore, it basically...
Though some games for visually impaired persons have been developed, most of games that use only auditory information present challenges for sighted persons. Moreover, unfortunately, it is still difficult for visually impaired persons to play the same game with sighted persons and for sighted and visually impaired persons to share a common subject. Thus, we developed a barrier-free game that both...
We collect environmental information through our sensory organs, perceive them suitably to execute the task in hand. Examples of such tasks are abundant, like driving, operating machines, playing games, hunting, or mushroom picking on mountains. While executing such tasks, there is a marked difference in efficiency and accuracy between an expert and a novice. An expert is attentive to only what is...
This paper provides an example of using genetic programming for engendering computational creativity in computer generated forces, i.e. simulated entities used to represent own, opponent and neutral forces in military training or decision support applications. We envision that applying computational creativity in the development of computer generated forces may not only reduce development costs but...
This paper aims to investigate computer engineering students' readiness and motivations for using dialog games for collaborative learning activities. Students' readiness and motivations are measured by applying a questionnaire and “intrinsic motivation inventory”. The intrinsic motivation inventory is used to assess students' subjective motivations related to a using dialog games in collaborative...
Despite the efforts and global policies to achieve universal primary education, there are still 58 million children, roughly between the ages of 6 and 11, out of school globally. Although previous studies showed the value of serious games for learning, not enough efforts were made to apply serious games to reduce children illiteracy. Understanding the complexity of this problem, we put together a...
Device Lab is a worldwide network of laboratories providing a community pool of internet connected devices. Quality assurance across real devices is needed to solve device-specific problems. The community proposal is to enable anyone a free-to-use lab to test their work. Building on the gaming market categories we carried out an analysis of community devices that can serve this market to evaluate...
Randomized controlled trials (RCTs) are the gold standard for scientific research but pose many obstacles for game- based learning (GBL) studies. This poster is intended to foster a discussion about RCTs by summarizing two recent trials performed by the authors and comparing the distinctly different protocols including length of stimulus exposure, levels of internal and external validity, and sample...
In this work, a serious game is presented to sensitize young people to stigma in mental health. This a video game, developed by a multidisciplinary team (computer scientists, psychologists, psychiatrists and educators), features characters that have different mental disorders. It provides different information about what mental illness is while the player interacts with the characters in different...
In the context of games for learning, it is argued that taking individual differences among players into consideration during game design can be beneficial for the game and/or learning experience. Researchers have studied a variety of factors that can be used for taking individual differences among players into consideration. Although research work indicates that the intelligence levels according...
Educational videogames are a very effective tool in the learning process, especially for the current generation, known as the digital natives generation. Many studies have shown their benefits in different fields, using computers and mobile devices, among others. Nevertheless, we have not found in the literature any comparative research between these two platforms. Is one of the platforms more effective...
In digital game based learning (DGBL), game mechanics and learning mechanics define the interactivity possibilities between the player and the game. While game and learning mechanics can facilitate the design and development of DGBL activities, they have not yet been analyzed from the perspective of the learning theories underlying the type of interactions between the player and the game. This study...
For more than 30 years, research and applied work has been reported on the huge potential of games for learning. This paper presents Bridging Design Prototypes (BDPs) as an approach that could address the remaining challenge of the successful uptake of games in formal learning environments. BDPs are functional prototypes that bring teachers and learners into a development process early: teachers adapt,...
This article is dedicated to the phenomenon of video games virtual world. We have overviewed specific literature that let us formulate the generalized definition of virtual world: computer- based three or two dimensional environment or space that can simulate real world where users represented by avatars are able to communicate or interact simultaneously or synchronically. This definition is quite...
The paper is partly based on an article/ chapter from 2013, called Social inclusion through virtual worlds. Added are the results of two recent projects: an EC funded project called Discover (2012-2015) and the Dutch project Leuk voor Elkaar (2015 - present). In The Netherlands we have developed a virtual world called VayaV Metaverse, based on the Open Sim platform. Also we have a demonstration build...
In this paper, we shed light on the phenomenon of self- organisation in the context of computer games. Self- organisation is an important concept that intersperses a broad range of real-world domains-from economy over ecology, the built infrastructure, distributed technologies to the life sciences. Yet, self-organisation is often hard to recognise and especially hard to control. Computer games can...
La rehabilitación física de pacientes está sufriendo una modificación en su forma con la llegada de las nuevas tecnologías que permiten captar el movimiento de los pacientes. Esto supone un gran avance que facilita la repetición constante de los ejercicios con una correcta monitorización de posibles errores, la guía para que los pacientes realicen los ejercicios de forma correcta, evita costosos e...
In this article we study the negative effects of applying motivating e-Learning tools as a method to increase students' engagement through their learning process. In particular, we demonstrate that increasing students' motivation can have a negative effect on students' efficiency if they engage with the applications in a wrong way. In our carried out experience, we have used a virtual reconstruction...
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