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During natural visual exploration, both head and eye movements can be used to redirect gaze to new points of interest. In order to better understand the role of head movements in this process, we recorded subjects' head orientations while they explored a set of natural images from five different categories using virtual reality head-mounted displays. While head movements are likely influenced by image...
Previous research on visual realism and presence has not involved scenarios, graphics, and hardware representative of commercially available VR games. This poster details a between-subjects study (n=50) exploring if polygon count and texture resolution influence presence during exposure to a VR game. The results suggest that a higher polygon count and texture resolution increased presence as assessed...
There are few negative effects to make people discomfort using virtual reality systems. In this paper, we investigated the effects of visual fatigue when wearing head-mounted displays (HMD) and compared the results with those from the smartphones. Forty subjects were recruited and divided into two different groups. The visual fatigue scale was measured to assess the subjects' performance. The results...
Simulator sickness is an issue in virtual reality environments. In a virtual world, sensory conflict between visual sensation and self-motion perception occurs readily. Contradiction between visual and vestibular sensation is a dominant cause of motion sickness. Vection is a visually evoked illusion of self-motion. Vection occurs when a stationary human experiences locomotor stimulation over a wider...
Most people experience some imbalance in a fully immersive Virtual Environment (VE) (i.e., wearing a Head Mounted Display (HMD) that blocks the users view of the real world). However, this imbalance is significantly worse in People with Balance Impairments (PwBIs) and minimal research has been done to improve this. In addition to imbalance problem, lack of proper visual cues can lead to different...
Stress is a psychophysiological condition of the elderly people which leads to progressive mental illness and exacerbate health conditions. Though there are many antidepressants to suppress stress, it may also cause obnoxious effect in them. Neurofeedback [NFB] training is an alternative method to retain their independence by improving their cognitive performance. Our cognitive training aims in improving...
The paper proposes a visibility augmented proportional navigation guidance law, for maintaining visual contact with a target during the engagement in a structured environment. The well-known proportional navigation guidance law is augmented with a term based on a measure of the target visibility. The guidance law is developed using a modified pursuit-evasion differential game, that includes a measurement...
This research is about how a board game can become a media for wildlife conservation education. Safari Rangers is a role-play game board that its visual elements are designed carefully using robust color, hand drawn watercolor illustrations, and attractive typography to introduce the endangered animals to the youngsters. The board helps the youngsters to gain the much information regarding the six...
This study aims to determine how the visual character of wayang kulit (shadow puppet) represented into the wayang-themed game in Indonesia. Research using visual language theory with case studies of two wayang-themed games titled “Mahabharat Warrior” and “Kurusetra”. The theory of visual language is used to determine how the visual representation of the form of wayang that use the Space-Time-Plane...
The development of gaming applications around the world, growing so fast, so does in Indonesia. This sparked the game makers in this country to be more creatively, create different variants of the game, and spoiling the game consumers which increasingly growing, rapidly. Character is not just a “Visual Form” but at the same time, also a representation of an ideological, who designed, that is able...
With over one hundred thousand games apps, it's important to make a mobile game app stand out. The most basic way to do it is grabbing people attention through the icon. It's the first thing people see in apps store. It represents the face of the game. The mobile game app icon must communicate the right impression and the right message. This research studies the top grossing mobile games apps icons...
University laboratory seminars provide a good opportunity for a presenter and other participants to discuss academic subject matter. In our laboratory, we have integrated a gamification technique into our seminar recording system and have developed and operated a Gamified Discussion system that sustains and improves the motivation of students to actively participate in seminars and stimulates discussions...
Despite rapid growth and the promise of a lucrative degree, the attrition rate for students studying Computer Science is high. Computer Science learning is a difficult, tedious process with a heavy workload which demands a lot from those studying it. A student who loses motivation or interest in the field is more likely to find a new area of study. In order to keep students interested and motivated,...
We present an approach to automatically generating verbal commentaries for tennis games. We introduce a novel application that requires a combination of techniques from computer vision, natural language processing and machine learning. A video sequence is first analysed using state-of-the-art computer vision methods to track the ball, fit the detected edges to the court model, track the players, and...
Artifacts such as voluntarily and involuntarily muscle movements are usually seen as a source of noise in EEG signals. In this paper, we see artifacts as a source of information in a signal. For example, eye movements can generate a traceable change in the EEG signals. We use eye movements as an effective marker for direction of movement. We propose two experiments for classification of four eye movement...
In this paper, a self-learning tool for children belonging to age group 2-4 years is proposed where the subject can learn different educational content along with exercise. Our system is inspired by the traditional way to teach different elementary educational contents for example alphabets and digits, where the subject imitates the guide's movements and listen to the guide's voice to recognize alphabets...
The present study focuses on Augmented Reality and its role in language education. It has often been claimed that emerging technologies have great potential to improve language learning and increase learner performance. While their digital capabilities are almost limitless, to our knowledge, no study has been conducted to measure their effectiveness on actual language learners. In this paper we report...
While there has been a steady rise in enrolment in secondary schools in recent years, many of the issues and concerns related to the quality of mathematics education have persisted. The challenges cut across several dimensions - access to resources, a gap between the intended and the implemented curriculum, and pedagogical practices that promote rote rather than reason, are a few important ones. These...
This paper introduces a video processing method designed specifically to give researchers access to players' behaviors within any commercially available off-the-shelf PC game. Insights into players' experiences with videogame violence are achieved from automatically processing significant elements of the audio-visual communication/feedback (i.e. moving image and sound) over long periods of uninhibited...
It is generally recognized that traditional teaching methodologies, e.g. expositive lectures, are prone to become inefficient, especially in terms of knowledge retention, because many students quickly lose attention. Therefore, it is vital the adoption of new teaching methodologies that enable the students' engagement in their own learning process. Based on a case study, this manuscript aims to demonstrate...
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