The Infona portal uses cookies, i.e. strings of text saved by a browser on the user's device. The portal can access those files and use them to remember the user's data, such as their chosen settings (screen view, interface language, etc.), or their login data. By using the Infona portal the user accepts automatic saving and using this information for portal operation purposes. More information on the subject can be found in the Privacy Policy and Terms of Service. By closing this window the user confirms that they have read the information on cookie usage, and they accept the privacy policy and the way cookies are used by the portal. You can change the cookie settings in your browser.
Haptic sensations are a crucial aspect of everyday interaction. We touch, lift, move, and probe objects in our everyday activities. However, whilst the importance of haptic feedback has often been emphasized in gaming, haptics has been rarely used to enhance the experience in traditional (non-digital) games. In the last 50 years, technological advancement has allowed an easier access to haptic feedback...
As the number of commercial products of virtual reality (VR) has steeply increased and the development of VR technology has quickly advanced, more and more digital contents have been developed using the VR technology. This trend appears in the game industry too. The gesture-based interface becomes one of well-adopted interfaces for VR games, which has been used several years in other domains such...
Leaning by game can promote the students' learning motivation. Educational game design involves programming competence, visual design and educational profession. Nevertheless, most of the teachers do not have the programming skills. At the same time, almost of game development tools are not designed for educational use. As a result, the purpose of this study is to develop an educational game authoring...
The Ouija board is a game associated with a type of involuntary motion called ideomotor action. We sought to clarify the conditions under which Ouija board motion occurs, by comparing visual and vibrotactile cues. We hypothesized that the ideomotor action of the Ouija board is caused by two factors: 1) visual and haptic movement cues, which lead to user movement, and 2) interactions between multiple...
This paper presents a demonstration of another solution for enabling user realistic control of displacements in a VR system. Aiming to provide the user with tools that allow him to navigate through endless virtual environments without feeling motion sickness. Observing the world with our focus on travelling mechanisms, we could identify situations where information captured from visual and vestibular...
In this demonstration we present a 3-D Virtual Reality Runner Game that serves as a tool for improving visuomotor coordination of young people, in particular children suffering from dyspraxia. To further improve the immersion of the user, the proposed demo was implemented using an instrumented object (a cube). The object's tracking was done through a hybrid system, that fuses inertial sensing with...
General Video Game Artificial Intelligence is a general game playing framework for Artificial General Intelligence research in the video-games domain. In this paper, we propose for the first time a screen capture learning agent for General Video Game AI framework. A Deep Q-Network algorithm was applied and improved to develop an agent capable of learning to play different games in the framework. After...
Recently the quick development of virtual technology has made technology-aided learning more versified and education revolution more advanced. With visual and audio stimulation, technology-aided teaching can make student pay more attention than traditional way. Currently the way of learning idioms in elementary school is of more traditional way, which, without multiple interactions with students,...
Learning to program is a challenging task. Novices need to have an accurate understanding of the program execution at the conceptual level provided by the programming language. This level of execution is often referred to as the notional machine, which is often easier to understand through program visualizations.
Recent advances in sample efficient reinforcement learning algorithms in quasi-deterministic environments highlight the requirement for computationally inexpensive visual representations. Here we investigate non-parametric dimensionality reduction techniques based on random linear transformations and we provide empirical evidence on the importance of high-variance projections using sparse random matrices...
In recent years, virtual reality products have found their way into our life. They have changed our entertainment experience in many ways, including the way people consume adult entertainment. With the immersion and presence offered by VR technologies, a new level of user experience in adult entertainment might be possible. To explore these possibilities, we conducted a qualitative user study with...
Reinforcement learning (RL) can automate a wide variety of robotic skills, but learning each new skill requires considerable real-world data collection and manual representation engineering to design policy classes or features. Using deep reinforcement learning to train general purpose neural network policies alleviates some of the burden of manual representation engineering by using expressive policy...
The visual image design of Olympic Games is an crucial task for each hosting country for which embodies the connotation of the Olympic games. The visual image design of 2016 Rio Olympic Games not only expressed the eternal Olympic spirits, but also conveyed the special understanding on Brazil's Rio Olympic Games. The construction of stadiums, opening ceremony and rewarding medals, communicated its...
The paper introduces a visual programming language and corresponding web- and cloud-based development environment called NetsBlox. NetsBlox is an extension of Snap! and it builds upon its visual formalism as well as its open source code base. NetsBlox adds distributed programming capabilities to Snap! by introducing two simple abstractions: messages and NetsBlox services. Messages containing data...
The interactive post-production 3D video technology is a real video image visualization technology. By integrating 3D models into real videos with a very high degree of realism which matches the perspective from the moving camera, and also retaining the original quality of the video, allowing an instant interactive integration method with both real and virtual objects. This technology can also be...
This paper describes the development of an immersive VR application that lets visual artists quickly visualize and prototype their pictorial design ideas in virtual environments. First, the design requirements are outlined and then the implementation of the application prototype in Unreal Engine 4 is explained. We perform preliminary user tests and discuss the feedback, as well as further improvements...
Motion-based games offer positive effects on physical, social, and mental health for the players and have been common during the past decade, enabled by commercial motion tracking devices. However, little is known about the impact of game mechanics on the player experience, movement, and performance in motion-based games. In this paper we present results from a study with 35 participants comparing...
We describe a collaborative software engineering course between sighted college students and high school students with visual impairments. We designed the course as a mentorship experience, in which one college student mentor is connected to one high school student mentee. Each pair of students is responsible for a programming project. The students must learn to communicate programming concepts and...
The interplay between sound and vision is a key determinant of human perception. With the development of Virtual Reality (VR) technologies and their commercial applications, there is emergent need to better understand how audio-visual signals manipulated in virtual environments influence perception and human behaviour. The current study addresses this challenge in simulated VR environments mirroring...
Creating immersive and aesthetic auditory spaces in virtual reality primarily focuses on enhancing the quality of an interactive experience for the user by utilizing a sophisticated combination of advanced immersive audio techniques and tools. While emerging Virtual Reality (VR) audio design and development best practices are documented herein, specific real world examples are also presented which...
Set the date range to filter the displayed results. You can set a starting date, ending date or both. You can enter the dates manually or choose them from the calendar.