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Mobile social applications are becoming increasingly popular with a growing number of users turning to mobile devices for socializing, information sharing, retrieval or related activities, and/or gaming. The increased interest in the domain has resulted in numerous application prototypes being reported in the recent years that combine elements of socializing, gaming, and information related activities,...
Online games fulfill the basic requirements of learning environments and can provide engaging learning experience for students. The remote experimentations bring to STEM (science, technology, engineering and mathematics) students the ability to practice configuration, deployment, and troubleshooting scenarios in real-life environment on real equipment. These two teaching methodologies are well known,...
Tangible Computing is coined as the interaction of computer technologies with human motions to create a new genre of learning and teaching methods. It is a type of interactive design which takes advantage of haptic human interaction skills by giving physical form to digital information. Using our hands and physical motions in a tangible environment, we can interact with complex technologies and witness...
Diabetes is a common and costly condition disease that is associated with significant morbidity and mortality. Recent studies have shown remarkable increases in diabetes during the last decade. This has attracted many researchers and doctors to investigate e-learning technologies as a way of assisting people with diabetes. However very little work exist that focus on educating children to adopt healthy...
There is an increasing awareness among engineering educators that more and more students are not able to achieve learning successfully in a “one-size-fit-all” model where a set of instructions are provided identically to every student in a given class. This paper addresses this challenge by offering an intelligent virtual reality game system that not only immerses students in an attractive and engaging...
Usually thousands of avatars are simultaneously online in P2P MMOG. To keep game's real-time, MMOG adopts some packet aggregation mechanisms in P2P network. This paper proposes a packet aggregation mechanism for Massive Multiplayer Online Game (MMOG) in P2P, which aggregates game packets into a single packet based on game interactivity threshold and aggregation threshold. The number of transmissions...
In recent times, the web-based applications has grown rapidly and there has been an explosive increase in the number of users. Hence, it is necessary to develop technique to deal with several users. In this study, we particularly focus on web-based multiplayer online role-playing games (MORPGs), which have a large number of users and deal with high frequency of user requests. In our previous work,...
Until recently, the “historic vision” was limited to only a few professionals, scholars and researchers, who share the interpretation codes for extracting the ancient landscape from the actual one. Using this knowledge to reconstruct a virtual interactive town increases dramatically the possibilities of information exchange and diffusion. On this way, the MediaEvo Project aims to develop a multi-channel...
Education is incorporating more and more of the capabilities provided by the Internet. One such move is the incorporation of 3D virtual worlds in the learning environment. Another is the increasing development of multiagent systems that support the learner or the tutor. Integrating pedagogically based multiagent systems with 3D virtual worlds could provide a more engaging immersive learning environment...
The Flexible Action and Articulated Skeleton Toolkit (FAAST) is middleware to facilitate integration of full-body control with virtual reality applications and video games using OpenNI-compliant depth sensors (currently the PrimeSensor and the Microsoft Kinect). FAAST incorporates a VRPN server for streaming the user's skeleton joints over a network, which provides a convenient interface for custom...
We describe a multi-agent based context-aware mobile educational game that can generate a series of learning activities for users doing on-the-job training in their working environment. In this paper, we reveal the multi-agent architecture (MAA) that is designed in the mobile educational game. The multi-agent architecture design enables development of a lightweight, flexible, and scalable game on...
To analyze and extract design of existing games is an interesting game research area but they are subjective due to different personal opinions. This paper presents method for finding central among personal vision of analyses by using graph-based representation of game design which allows the common to be found by the use of graph mining technique. The experimental result shows common graph which...
This paper made a detailed analysis on the characteristics of mobile online games and pointed that security is one of the most important things which the games operators should focus on. There are several fields of the security problems, the communicate security would be the most important one. In the authors' opinion, the communicate security could be effectively improved through crypto system, then...
This paper introduced an electronic chess set which able to project the games in a computer during the chess tournament. In a competitive tournament, audiences are not allowed to watch the game too close with all chess players because they may disturb players' concentration. To solve this problem, a system that can automatically project the chess players' game is needed, and this could be done if...
This paper proposes a method by which the contents of novels may be automatically parsed to extract the key events, characters, locations and significant objects. A technique of clustering relevant to the textual content of novels was derived in order to extract the pertinent elements. The resultant information is presented in the form of a timeline, which can be used to initiate the storyboarding...
In this paper, we present an exergame called VNM (Virtual Network Marathon). The VNM employs devised treadmills for immersive virtual running in local network or on Internet, which are embedded with various sensors for collecting the body performance data and connected with computers or Set-Top Box (STB) to synchronously control the player's avatar in the virtual game environment. VNM is implemented...
This paper presents an augmented reality gun application named AR-Ghost Hunter. AR-Ghost Hunter is an extension of the traditional first person game which adopts an innovative infrared marker system and portable computer to form a complete mobile AR system. In this system, players are able to fight with virtual ghost through special gun like devices in real environment. The basic issue of the system...
This paper describes the design, implementation and evaluation of an interactive virtual human Dr. Chestr: Computerized Host Encouraging Students to Review. Game show hosts exert a unique personality that becomes the trademark of their respective game shows. Our aim is to create virtual humans that can interact naturally and spontaneously using speech, emotions and gesture. Dr. Chestr is our virtual...
This paper presents current work on a pervasive health and fitness game (exergame), designed to motivate children to reach their recommended daily exercise goals and facilitate long term behavioural change. I discuss briefly the current work in the area of pervasive exergames and highlight a common theme in the approach they take. Through my study of the relevant psychology literature, I identify...
Augmented/Alternate Reality Games are a relatively new, yet increasingly interesting, class of social applications. These games are fundamentally intertwined with the players' real life, in that the players' everyday activities generate events that advance the game logic. At the same time, they augment the players' “regular” activities with game-related tasks and challenges and with rich digital content...
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