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Modern students have been brought up on the literature in the style of “fantasy” and computer games, so reading scientific literature and watching science films seems boring to modern students. To solve the problem of increasing students' interest in learning we offer a MOOC in form of “Quest”-style.
This paper presents a framework which allows urban planners to navigate and interact with large datasets fused with social feeds in real-time, enhanced by a virtual reality (VR) capability, which further promotes the knowledge discovery process and allows to interact with urban data in natural yet immersive way. A challenge in urban planning is making decisions based on datasets which are many times...
We introduce GuessWhat?!, a two-player guessing game as a testbed for research on the interplay of computer vision and dialogue systems. The goal of the game is to locate an unknown object in a rich image scene by asking a sequence of questions. Higher-level image understanding, like spatial reasoning and language grounding, is required to solve the proposed task. Our key contribution is the collection...
This paper examines the critical importance of time to the experience of place and argues that time-based virtual heritage creates more engaging and affective virtual places supporting rich learning opportunities for heritage audiences. It examines the experience of place, heritage place and virtual place as instanced in state-of-the-art computer games. It discusses the use of heritage visualisation...
Graphic game engines have introduced even more advanced technologies to improve the rendering, image quality, ergonomics, and user experience of their creations by providing user-friendly yet powerful tools to design and develop new games. There are thousands of genes in the human genome that contain information about specific individual patients and the biological mechanisms of their diseases. The...
In this paper we aim to assess students' visual behavior during problem solving. We propose to use the scan path metric to model the students' analytical reasoning process while solving medical cases. Fifteen participants were recruited for the experiment using an eye tracker to record their eye movements. Our preliminary results have implications for assessing novice clinicians' reasoning processe...
More and more people watch TV with a second device in the nearby. They use it for many different reasons: to play, to search for something, to interact with other people, etc. As a result, their visual attention is often turned to the second screen, especially during commercials. This scenario scares broadcasters, as they fear losing the advertisers' investment. Therefore, it is necessary to improve...
In this paper, we explore how the integration of auditory and visual cues can help teach the timing of motor skills for the purpose of motor function rehabilitation. We conducted a study using Amazon's Mechanical Turk in which 106 participants played a virtual therapy game requiring wrist movements. To validate that our results would translate to trends that could also be observed during robotic rehabilitation...
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...
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...
Natural User Interfaces and advanced displays can be combined to provide rich learning experiences. In this paper, we present the development and validation of a serious game that combines autostereoscopy and Natural User Interfaces for dental learning in higher education. The game includes two modes: neutral and real-world background. A comparative study to check different aspects was carried out...
Animation and game are very popular in Japan. Many works in animation and game have been released, and many characters have been produced. It is an important factor to select appropriate voice actors so that we can appropriately impress the characters. Based on this idea, we are developing a prototype of voice actor recommendation tool. We recorded voice performance from portable games and calculated...
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,...
Ambient Assistive Living (AAL) applications allow elderly people to maintain a healthy life style and live longer in their homes. In this paper we describe a platform that combine physical exercises, health monitoring with a reminder component implemented as a multimodal interface adapted to elderly needs for maintaining a healthy lifestyle for elderly people.
Music is a powerful tool that shapes human experience since infancy with a known positive effect on health. As such, music has been used to aid in a variety of conditions among which Alzheimer's disease (AD). Although AD is known for disrupting competences related to activities of daily living, several learning paradigms have been applied to re-stimulate such competences. In this study, we explore...
The management and rehabilitation of elderly patients within the context during the acute phase of a hospitalization remains a challenge for physicians. The use of commercial video games is becoming more popular for rehabilitation of elderly subjects and patients. However, the efficacy of this kind of intervention is not clear yet, especially at the hospital. Furthermore, there are some limitations...
This preliminary study explored the possibility of influencing participant's navigation when presented with 5 binary choices. Each participant experienced one trial of the 5 fixed ordered conditions. A think-aloud protocol and questionnaires were used to understand perception and behaviour. We conclude with suggestions of further research of understanding visual aesthetics and their influence of human...
This paper introduces an anti-aliasing algorithm based on saliency map for virtual reality applications. In order to do it, we first render the whole scene into a single texture image and feed it into saliency map construction. The result saliency map is then input to the second rendering step with the original texture image. The second rendering step performs the anti-aliasing algorithm selectively...
In this paper, we developed a racing game using 4D motion seat and HMD in 3D virtual reality. Also, we investigated the user feeling and immersion in virtual reality when using HMD through user participation. At the same time, in order to know the cybersickness reduction effect of 4D motion seat, analyzed the degree of cybersickness and the causes of cybersickness according to the type of user. The...
Currently, there is an increasing number of teachers from Higher Education Institutions who are looking for innovative methods, which allow the creation and management of teaching-learning spaces in a collaborative environment in which students are encouraged to interact, becoming the protagonists of their academic training. On the one hand, these institutions develop virtual courses in Technology...
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