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.
A major challenge in developing Mixed Reality (MR) applications is the lack of a generic framework that can be used for easy development of MR applications employing multimodal user interaction techniques. The main objective of having such framework is that, whenever needed, it should be possible to simply design and develop a complete MR application to provide an immersive user experience based on...
Serious games have been established as a complementary tool for conventional rehabilitation. This trend proved to be beneficial for both experts and patients since the first are able to assign and monitor virtual reality games for their patients to be executed at home, and the latter are greatly motivated by the challenges of these games rather than the repeatable and boring rehabilitation movements...
Game engines at their core are modular and expandable sets of software components which allow for creation of a huge variety of different projects. Many provide the basic tools for three dimensional visualisations, networking between users, simple control schemes using keyboard and mouse or game controllers, data storage, even vocal and textual communication within the environment. While the primary...
Individuals suffering from Autistic Spectrum Disorder (ASD) have impaired skills in social communication and joint attention. In this paper, we explain how we designed and evaluated a Joint Attention (JA) task for individuals with ASD using the Nao humanoid robot. The interaction was tested in children and teenagers with ASD (N=11). Their proprioceptive and visual integration of cues were first assessed,...
Narrative games may offer reasoning on players' behavior or make-believe on players' personation as a pursuit to achieve specific goals. One of the goals is probably the intention to instill learning, which subconsciously provide information on the content of the game. However, there is lack of empirical evidence on game aesthetics for player's perceived learning. By means of expert review, this article...
Since conventional evacuation drills do not adequately simulate disaster situations, participants do not feel a sense of tension during evacuation. We developed a game-based evacuation drill (GBED) system that focuses on situational and audio-visual realities and scenario-based interactivity. To improve the visual reality in a GBED, we adopt simple augmented reality (AR) and a binocular opaque head-mounted...
Cardiac auscultation is a cost-effective medical procedure used to examine the heart and obtain information regarding the hearts rate, rhythm, location timing, intensity, quality, and shape. Relying on visual, audio and haptic cues, it is a difficult skill to master and with the availability of various new diagnostic techniques, the emphasis on cardiac auscultation is decreasing in both education...
Prior work focusing on 2D visuals primarily suggests that sound has a significant impact on visual perception. However, little work has considered what, if any, effects sound, including its spatial positioning and the addition of various auditory effects, have on our perception of stereoscopic 3D (S3D) imagery. Here we present the results of two experiments that were conducted to examine the effects...
The aim of the mobile app "Zirkus Empathico" is to strengthen socio-emotional competences in pre-and primary school children. It's holistic and natural training concept is based on current results of empathy research. Pilot testing of the app revealed it's good usability and comprehensibility. The effectiveness of "Zirkus Empathico" is currently investigated in a longitudinal clinical...
The trend Gamification occurred several years ago in the context of digital teaching and training aka e-learning. Looking closer at the development of game-based learning and gamification in computer science, it has to be admitted, that game-based learning seems to have ended in an impasse point where the instructionally smooth integration of learning and gaming has not really been realizable, yet...
Virtual cameras motion is crucial to properly lay out virtual scenarios on the screen. Despite the wide range of camera path planners, none have yet reached realism. In this work, we propose a novel camera path planning algorithm that generates accurate camera attributes continuously in time. Based on a set of known viewpoints, our solution computes a curvature-minimising path that optimally links...
Students learn and process information in different ways according to their learning styles. There are many learning styles and teachers are usually unable to deliver learning material that matches every possible combination. In this context, several tools, called Adaptive Hypermedia Systems (AHS), have been developed to automatically adapt and recommend learning material according to the students'...
CLIL stands for Content and Language Integrated Learning. It refers to teaching subjects such as Science, History or Geography to students through a foreign language. This can be done by the foreign language teacher using cross curricular content or by the subject teacher using a foreign language as the language of instruction, or by both teachers, teaching in tandem. Both methods result in the simultaneous...
This paper aims to introduce a conceptual framework that has been constructed as a guide towards the development digital games for learning. The framework introduces Heuristic Evaluation based on the literature on productivity and playtesting heuristics to evaluate games and offers a new framework for design a game.
This paper deals with the interpretation of images in a card game created specifically for teaching and learning Art. This game which has the possibility to use playfulness to the development of affective, cognitive and social aspects. Knowing that to play the role of mediator, the teacher can encourage students to question, search for and express themselves more, the following study aims to awaken...
This paper presents the design, development and analysis of a game for computer literacy. Specifically, the game addresses educational objectives included in the curriculum of non-technological careers, such as the identification and analysis of concepts related to basic hardware components of a computer. These objectives are joined with those of a video game, i.e., live an attractive, motivating...
This paper aims to investigate the multimedia applications enhancing active self-learning in term of (1) the suitability of multimedia applications in relative with learning content and (2) the suitability of interactivity design, nature of subject content and learner experience. The multimedia technology design required to associate with a variety of factors: content design, interactivity, visual...
In this paper, we explore building classifiers to detect Salsa dance step primitives in choreographies available in the Huawei 3DLife data set. These can collectively be an important component of dance tuition systems that support e-learning. A dance step is reasoned as the shortest possible extract of bodily motion that can uniquely identify a particularly repeatable movement through time. The representation...
Serious Games are an important tool in health rehabilitation, contributing to increase the motivation of patients in the completion of tasks included in their recovery programs. Following the study of the set of features which can be used to improve cognitive therapy processes, making them more motivating for the patients, we develop a web platform composed of a set of games that seek to integrate...
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.