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Serious Games (SGs) have been widely adopted in cultural settings and museums, especially the last five years. It is expected that SG can link directly the museum content with target user groups and can fulfill their educational needs. This paper aims to present a systematic mapping study on modern museum gaming technologies and applications. More specifically, focus is given on the use of Serious...
This article posits reflections from the author's mature body of work that resulted in sizeable national (Denmark) and international (European) funded projects, a patent, commercial product, and a Serious Games company. Main focus is on sharing a two-stage in-action and on-action emergent model for evaluating the use of ICT (serious games and creative expression) in healthcare and learning intervention...
This article aims to reflect on the impact of Information and Communication Technologies (ICT) in the educational context, focusing on the potential contributions of the use of Digital Educational Resources (RED) in the process of teaching and learning. For this purpose, the results of the use of the RED will be presented:. Digital Classroom — The World's 1st Year Carochinha The study was accomplished...
Programming environments and game environments share many of the same characteristics, such as requiring their users to understand strategies and solve difficult challenges. Yet, only game designers have been able to capitalize on methods that are consistently able to keep their users engaged. Consequently, software engineers have been increasingly interested in understanding how these game experiences...
Video games may be a convenient methodology for conveying English vocabulary in context to the players, since they are story driven and can absorbs players' attention, increasing their motivation and engagement within a learning process. However, most of current vocabulary games are like digital versions of textbooks vocabulary exercises and do not meet students game preferences. This paper presents...
The promotion of Open Educational Resources (OER) as reusable tools for teachers and students is highly relevant but the nature of the income model requires specific strategies to maintain and update those resources. eCity is a city simulation game that supports a Problem Based Learning (PBL) pedagogical methodology in secondary schools and, at the same time, fosters the interest of students in following...
Intelligent Tutoring Systems (ITS) are software systems for human learning and training. Promising works integrate ITS and game environments in order to use both the pedagogical soundness of traditional ITS and the engagement power of games. Such integration could be more effective embedding these systems into the Internet of Things. The main result of this work is the definition of an ontology-based...
Storytelling is widely recognized as a powerful tool to enhance learning, because of its support to meaning making and to the development of expressive (possibly multimodal) skills. An interesting variant to storytelling-based learning activities is the construction of storyworlds apt to support the development of interactive stories. This differs from the design of traditional story plots in that...
Twitter is a source of sharing and communicate recent information, ensuing into huge size of records produces every day. Even though, a various applications of Natural Language Processing and Information Retrieval go through rigorously from an erroneous and tiny nature of tweets. We thought to implement a framework in support of segmentation of tweet by collection form, called as HybridSeg. During...
Basic attack and defense actions in games are often extended by more powerful actions, including the ability to temporarily incapacitate an enemy through sleep or stun, the ability to restore health through healing, and others. Use of these abilities can have a dramatic impact on combat outcome, and so is typically strongly limited. This implies a non-trivial decision process, and for an AI to effectively...
Stories have become an important element of games, since they can increase their immersion level by giving the players the context and the motivation to play. However, despite the interactive nature of games, their stories usually do not develop considering every decision and/or action the players are capable of, because depending on the game size, it would take too much effort to author alternative...
Non-player characters (NPCs) in games are traditionally hard-coded or dependent on pre-specified goals, and consequently struggle to behave sensibly in ever-changing and possibly unpredictable game worlds. To make them fit for new developments in procedural content generation, we introduce the principle of Coupled Empowerment Maximisation as an intrinsic motivation for game NPCs. We focus on the development...
Gamified systems benefit from various gamification-elements to motivate users and encourage them to persist in their quests towards a goal. This paper proposes a categorization of gamification-elements and learners' motivation type to enrich a learning management system with the advantages of personalization and gamification. This categorization uses the learners' motivation type to assign gamification-elements...
This paper discusses lexicon word learning in high-dimensional meaning spaces from the viewpoint of referential uncertainty. We investigate various state-of-the-art Machine Learning algorithms and discuss the impact of scaling, representation and meaning space structure. We demonstrate that current Machine Learning techniques successfully deal with high-dimensional meaning spaces. In particular, we...
There are numerous widely disseminated beliefs in the rapidly growing domain of Mobile Game Analytics, notably within the context of the Free-to-Play model. However, the field remains in its infancy, as there is limited conclusive empirical knowledge available across industry and academia, to provide evidence for these beliefs. Additionally, the current knowledge base is highly fragmented. For Mobile...
UCT is a standard method of Monte Carlo tree search (MCTS) algorithms, which have been applied to various domains and have achieved remarkable success. This study proposes a family of Leaf-LinUCT, which are improved LinUCT algorithms incorporating LinUCB into MCTS. LinUCB outperforms UCB1 in contextual multi-armed bandit problems, owing to a kind of online learning with ridge regression. However,...
Game balancing is a recurring problem that currently requires a lot of manual work, usually following a game designer's intuition or rules-of-thumb. To what extent can or should the balancing process be automated? We establish a process model that integrates both manual and automated balancing approaches. Artificial agents are employed to automatically assess the desirability of a game. We demonstrate...
There is a strong need for actions to supply the blood demand in the World. Based on this fact, it was designed an application, named ‘Blood Hero’, by applying the ‘gamification’ concept, which allows users to be rewarded by social acts related to the blood donation. It takes advantage of the application of mobile devices, implementing a specific social network, to attract and retain blood donators...
This paper presents a study that aims to address the challenges of creating effective educational robots. To this end, we developed a social educational robot which acts as a peer that is also a learner of a foreign language rather than a tutor teaching it. Children engage in a game with a peer robot which is programmed to either always win or always lose. The purpose of this study is to investigate...
Human beings naturally assign roles to one another while interacting. Role assignment is a way to organize interpersonal encounters and can result in uncertainty decrease when facing a novel interaction with someone we just met, or even to rediscover new roles within previous relationships. When people interact with synthetic characters - such as robots - it seems they also assign roles to these agents,...
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