(Broacasting our studies)
AbstractInnovations being achieved with interactive devices (screens, sensors etc.) allow the development of new forms of interaction for many applications. Videogames played with these devices are completely changing how we use them and taking advantage of intuitive interfaces. Based on that, we ask “What aspects of playability are affected using different input devices for a certain gaming task and how is gaming performance affected?”. Our contribution is to present a practical eva
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Keywords : Emotions in HCI, Entertainment systems, Evaluation methods and techniques, User Experience, Input devices
Abstract During this project a serious game was created, which included a pedagogical agent to teach middle schoolers about art concepts. The game is used to test if the option to customise the agent would have an effect on fun, knowledge gain, and how the player rated the agent. This game consists of five mini games and a character creator. The mini games each focused on teaching a specific art concept; perspective, image cropping, composition, genre, and colour blending. The player can cu
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Keywords : Serious game
(Broacasting our studies)
(Broacasting our studies)
AbstractThe advent of mobile phone with a multi-megapixel camera and autouploaders has democratised photography. Taking pictures and acquiring annotations is no longer an expensive task as it used to be. Yet performing these tasks in a systematically way is still very cumbersome for most users. In this paper, we outline two game mechanics that can be exploited for the purpose of large-scale image sensing and content annotation. Our first mechanic allows for better control over when, how and wher
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Keywords : game mechanics, photography
Abstract Recent advancement of the technology on hand gesture tracking devices provided new opportunities for Human Computer Interaction (HCI). Although great progress has been made by leveraging devices like Leap Motion, most of the focus is on the entertainment domain. This research project focuses towards virtual rehabilitation using serious games, by improving the cognitive and motor skills of the children with special needs. Proposed hypothesis included the implementation of 3D mouse t
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Keywords : Serious game
Abstract After the turn of the century, video games have risen up to the level of the largest mainstream entertainment mediums, now even challenging the movie industry in size. Even though the area occupied by serious games in this market has only just recently really started growing, with serious games still being only a relatively small portion of the video games market, has the idea of using games as tools for education and training been the target of continuous interest for at least the
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Keywords : Video games, Serious games, Simulations, Simulate, Educational games, Edutainment, Health games, War games
Public Transport supports independence and encourages social, educational and vocational inclusion. It is a sure means to gain access to the city, services and activities. However, using fixed-route requires knowledge and know-how that all travelers, such as people with intellectual disabilities, do not master. While for most of us learning to travel is done through personal experience, for people with intellectual disabilities there is a need for travel training in order to build up travel expe
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Keywords : Intellectual Disabilities, Fixed-Route, Travel-Training, Public Transportation Requirement, Serious Game
Abstract: In this article a summary is made of the use of standard electronic game’s methods in e-learning. It shows how game-elements and game-mechanics can be applied in e-learning environments. Different types of Serious games – Game-based learning, Gamification of learning, Organizational-dynamic games, Simulation Games and Edutainment have been discussed. The article introduces the game-based model for learning and 70:20:10 education framework. There are examples for e-Lear
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Keywords : E-learning, Serious games, Game-based learning, Gamification, Game-based learning model