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Face attributes are interesting due to their detailed description of human faces. Unlike prior researches working on attribute prediction, we address an inverse and more challenging problem called face attribute manipulation which aims at modifying a face image according to a given attribute value. Instead of manipulating the whole image, we propose to learn the corresponding residual image defined...
Knowledge of a public housing project is very precious resources for other projects. Due to the public housing projects built by different enterprises, enterprises are not willing to transfer knowledge. To solve this problem, this paper uses the method of game theory to analyze the enterprises' knowledge transfer strategy choice, then analyze the dynamic equilibrium point and evolutionary path. Based...
Coin recognition is one of the prime important activities for modern banking and currency processing systems in which machine vision is widely used. The technique at the heart of such systems is object recognition in a digital image. Although it has high recognition speed, the traditional method of coin recognition can not recognize the coins with similar sizes. This paper presents a method based...
Tools to generate game-based learning materials are seldom implemented in Massive Open Online Course (MOOC) platforms. First experiments with game-based learning MOOCs had shown good results. In my research, I will focus on the integration of game-based learning to the openHPI MOOC platform. The use of game-based learning materials will be evaluated in three iterations: (1) by existing means the platform...
Identify the serious games that best meet the needs and expectations of teachers and pedagogical objectives of their courses remains a necessity about the integration of serious games in the learning process. Indeed, several serious games have developed in recent years, and it is often difficult for a teacher, not a computer scientist in particular, to find and choose a game that meets its specific...
A growing body of literature demonstrates that playing action video games (AVGs) can improve attentional and cognitive abilities, thereby facilitating better learning skills that are critical to academic foundations. However, there are no evidence-based rules for selecting a game that can lead to attentional improvements. This exploratory study attempted to develop an Action Video Game Characteristics...
This paper describes a Learning Design (LD) tool, aimed at supporting teachers' conceptualization of collaborative learning activities for students. The main element of innovation of the tool, called the "augmented 4Ts game", in respect to the other existing LD tools, lays in its being half-tangible-half-digital. The tangible component of the game is based on a paper board and a set of cards,...
Effective rehabilitation of children with cerebral palsy (CP) requires intensive task-specific exercise but many in this population lack the motor capabilities to complete the desired training tasks. Providing robotic assistance is a potential solution yet the effects of this assistance are unclear. We combined a novel exoskeleton and exercise video game (exergame) to create a new rehabilitation paradigm...
Increase in popularity of deep convolutional neural networks in many different areas leads to increase in the use of these networks in reinforcement learning. Training a huge deep neural network structure by using simple gradient descent learning can take quite a long time. Some additional learning approaches should be utilized to solve this problem. One of these techniques is use of momentum which...
This paper presents aTenDerAH, a videogame designed to support e-Learning processes of young-adults students, especially those suffering from Attention Deficit Hyperactivity Disorder (ADHD). aTenDerAH was developed using Unity as the cross-platform game engine and development tool, Cinema 4D for creating models and animations in 3D, and Photoshop for creating textures to the 3D models. The videogame...
We address the problem of autonomous race car driving. Using a recent rally game (WRC6) with realistic physics and graphics we train an Asynchronous Actor Critic (A3C) in an end-to-end fashion and propose an improved reward function to learn faster. The network is trained simultaneously on three very different tracks (snow, mountain, and coast) with various road structures, graphics and physics. Despite...
The production of sports highlight packages summarizing a game’s most exciting moments is an essential task for broadcast media. Yet, it requires labor-intensive video editing. We propose a novel approach for auto-curating sports highlights, and use it to create a real-world system for the editorial aid of golf highlight reels. Our method fuses information from the players’ reactions (action recognition...
Upper limb rehabilitation training for Hemiplegie patients has been conducted mainly by human therapists. Training methods and conditions depend strongly on their experience because of the wide range of individual differences between patients. The force control and sensing functions of rehabilitation robots are expected to be used for the qualitative assessment of next-generation computational rehabilitation...
Robot-assisted therapy is regarded as an effective and reliable method for the delivery of highly repetitive rehabilitation training in restoring motor skills after a stroke. This study focuses on the rehabilitation of fine hand motion skills due to their vital role in performing delicate activities of daily living (ADL) tasks. The proposed rehabilitation system combines an adaptive assist-as-needed...
Multiplayer environments are thought to increase the training intensity in robot-aided rehabilitation therapy after stroke. We developed a haptic-based environment to investigate the dynamics of two-player training performing time-constrained reaching movements using the ARMin rehabilitation robot. We implemented a challenge level adaptation algorithm that controlled a virtual damping coefficient...
Recent technological developments regarding wearable soft-robotic devices extend beyond the current application of rehabilitation robotics and enable unobtrusive support of the arms and hands during daily activities. In this light, the HandinMind (HiM) system was developed, comprising a soft-robotic, grip supporting glove with an added computer gaming environment. The present study aims to gain first...
This project is inserted in the research and practice areas that support the development of educational resources, such as, serious games and training simulation, to understand how they should be planned, developed, evaluated, validated and used for the learning and assessment purposes. In this study, we have proposed and specified an agile, integrative and open method for educational resources development,...
In a training process for DSP software developers' major schools and scientific societies see an actual problem for a kind of transformation from a traditional form of training into different remote forms, using one-to-many online training courses and interactive case study. We have analyzed many different examples of such a new forms of trainings that have been used or trialed by major technical...
Objective: The purpose of this study was to determine the effect of Jenga game brain training for cognitive performance and EEG activity in Thai healthy older adults. Material and Methods: Six participants were participated. Participants were instructed to practice Jenga gam brain training. During practice memory and attention games, EEG activity were recorded by using the lightweight EEG device,...
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