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With gamification, design elements known from games can be used to increase employees' engagement and improve users' experience. This paper points to Enterprise Information Systems as a viable point of implementation of gamification. There are three relevant questions: what gamification actually consists of, why it is worthwhile to apply it in Enterprise Information Systems, and how to implement it...
Recent studies provided by the United Nations Children's Fund (UNICEF) claim that 275 million children are victims of violence in the world. An important percentage of these children must be separated from their families to be placed in infant protection institutions, where, it is estimated, about 8 million children live nowadays. However, in developing countries the most of these institutions do...
Netflix, Hulu, etc are some of the most popular video content streaming services that are increasingly being accessed through many popular consumer devices such as Apple TV, XBox, Wii, etc. It has now become possible to conveniently interact with the video contents by using the input hardwares that these devices provide. We emulate the setups that many of these popular platforms provide in order to...
In this study, we investigate the factors influencing the playability of a music rhythm game, and then design a game with a higher level of playability. Three categories were used to investigate playability. They were functionality, structural, and audiovisual. Four popular games are used to carry out the comparison of playability. They include ‘Don't Tap The White Tile V2’, ‘Deemo’, ‘Cytus’, and...
The slit-scan technique is applied as a means to create artistic static and dynamic representations of motion in videos by arranging small slits of each video frame next to each other. This technique produces compact representations evenfor long timespansof recorded video material. We adapt this approach for the comparison of eye tracking data from multiple participants watching video. We adjust the...
Eye tracking metrics may provide unobtrusive measures of cognitive states such as workload and fatigue and can serve as useful inputs into future human computer interface technologies. To further explore the usefulness of eye tracking for the estimation of cognitive state, the current experiment evaluated saccade, fixation, and pupil-based measures to identify which metrics reliably indexed cognitive...
This paper presents a framework for assessing players' health during full-body motion gameplay. Recently, health promotion through the means of exergaming is flourishing. However, little attention has been given on the risk of sustaining injuries caused by unhealthy exercising postures. Mechanisms for monitoring of unhealthy postures and measuring of the amount of body movements are added into UKI,...
There is a visual novel which is a game combined with visual interaction and novel texts. We have challenged making an EPUB-type visual novel, because we can easily make it. The EPUB format is based on HTML5. In addition, We can get an easy way to make a visual novel with equations. Our visual novel gives us happy math.
The purpose of this research is to compare textual programming languages and visual programming languages from the aspect of motivation. As a textual programming language, Processing programming language was used, and as visual programming languages, Scratch, a derivation of Scratch, Teaching materials offered by code.org, and LEGO Mindstorms EV3 were used. Teaching materials using the textual programming...
Digital games have become part of childhood and adolescence. The debate has moved from should teenagers play digital games to how to gain benefits from this gameplay. Researchers predict that technology-enhanced learning will increase with educational computer games (serious games) playing an important role. Although serious games are often built on established educational theories, they can also...
This paper investigates the development of a classification of features inherent in the design and development of Location Based Experiences (LBEs) with a special focus on games for teaching and learning. The paper aims to identify and associate learning features, such as feedback, activities, outcomes and assessment with location-driven mechanics, such as location-based activities, entities, conditions...
One of the main difficulties of the literacy process is the question of the spelling of the Portuguese language, which has no regularity in relation to issue of letter-sound conversion. The advancement of technology in the educational environment has become the most dynamic and engaging lessons for students and teachers. The use of natural interfaces makes it the simplest and easiest applications...
This article aims to improve the math learning process in students of rural schools. For this purpose, an educational serious game was developed for use on the web and mobile technologies. The tool was designed using a visual approach so that students reinforce their learning developed in class. The tool was tested and validated by thirty four students and four teachers of two rural schools in Apurímac-Perú...
Rehabilitation exercises are an important means for gaining mobility and strength after injuries or surgery. Self-exercising in between physio-therapy sessions is vital for effective rehabilitation. Yet, many people do not follow exercise regimes, which can hamper their recovery. This study proposes GEAR - a mobile GamE Assisted Rehabilitation system - to engage users in self-exercising and to improve...
After Great East Japan Earthquake, we increase importance to conserve electric power consumption by using Home Energy Management System, HEMS for short. However, HEMS is insufficient approaches other than change in figure. This study develops user experience as a service for consumers and estimates the system.
A decision-level fusion (DLF)-based team tactics estimation method in soccer videos is newly presented. In our method, tactics estimation based on audio-visual and formation features is newly adopted since the tactics of the soccer game are closely related to the audio-visual sequences and player positions. Therefore, by using these features, we classify the tactics via Support Vector Machine (SVM)...
The presentation of spatiotemporal processes is a recurring theme in learning. Such processes are part of the standard curricula in subjects like geography, history, environmental education etc., as well as in professional learning tools like serious games. Learners face several difficulties in studying learning topics without strong spatiotemporal process visualization and explanation support. This...
The inclusion of people with disabilities in regular schools needs to be effective. Therefore, appropriated teaching methods, materials and capacitated teachers are indispensable factors. By using learning objects, it is necessary to ensure that they were built considering the needs of people with disabilities, which means the possibility of using accessibility resources. In this work, only visual...
We describe a method to subdivide two-manifold, non-convex object meshes using a Voronoi volume. The Voronoi volume is divided into Voronoi subvolumes to a desired density. A depth map mask generated from the object mesh is then used to remove any excess subvolumes that do not intersect the mesh. The mesh is then intersected with each Voronoi subvolume using triangle-triangle intersection. The surface...
This study examines (also develops) several scenarios in a massively multiplayer online game, World of Tanks, in order to observe player's response to the occurred/created stimuli in different situations. A qualitative approach through observation and experience is employed to study the behavior of team players in the real situations, although occurring in a virtual environment. World of Tanks offers...
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