An indonesian thesis about computer sciences. References (1): Djaouti, Damien et.al., Towards a Classification of Videogames, AISB 2007, Bristol, Scotland, 2007
An indonesian thesis about computer sciences. Sejak dahulu kala, proses pengolahan data telah dilakukan oleh manusia. Manusia juga menemukan alat-alat mekanik dan elektronik untuk membantu manusia dalam menghitungan dan pengolahan data supaya bisa mendapatkan hasil lebih cepat. Komputer yang kita temui saat ini adalah suatu evolusi panjang dari penemuan-penemuan manusia sejah dahulu kala berupa alat mekanik maupun elektronik. Saat ini komputer dan piranti pendukungnya telah masuk dala
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Abstract. For over 40 years, it is common knowledge that industrial society has to reduce its energy consumption. Most of people are now aware that this change is necessary. However, commitment to action is still difficult and there is substantial work to be done. Attention has turned to Human and Social Sciences, as a deeper understanding of behaviors' determinant and use of influence principles could help to speed up behavior changes. New technical devices combining game design, interaction te
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(Broacasting our studies)
This article aims to demonstrate the importance of video game designers as agent of progress. This work is based on a study whose main purpose is to better define casual games while using the video game designers' professional knowledge. During the course of the study, it became clear that the game design practices have been evolving over time. Due to the scarcity of existing information on the role of designers in the scientific literature, it seemed appropriate to explore this lack. The r
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Keywords : video game design, design practice, designer role, professional knowledge, instrumental player, casual game
The reiterating demographical statistics have been consistent in elaborating the growing rate of the aged population in both developing and developed countries. Currently, steady increase in lifespan of certain populations has been observed which further exacerbates this trend. Governments and other stakeholders in health care have embraced solutions from various disciplines in improving the wellbeing of their elderly citizenry. Serious Games (SGs) are games that have been designed to accomplish
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Keywords : Serious Games, eHealth, elderly health care
Abstract:Wrist injuries are a common and frequent health issue requiring rehabilitation. Occupational and physical therapists create individual exercises for their patients, which include both ambulatory/stationary and home exercises. Practice and literature show, however, that autonomously performed exercises are likely not carried out accurately and may endanger progress of rehabilitation. We propose the design of WristDroid - an Android-based serious game to leverage execution of home exercis
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Keywords : serious games, injuries, medical computing, patient rehabilitation, patient treatment
The differences between game and labor are culturally defined. According to places and cultures, those activities are similarly described as rational layouts of resources to achieve some specific goals, by following rules located into well-structured environments – although more and more complex and less defined. For all that, despite of the proximity of these abstract concepts, the process of gamification promotes a brand new model of engagement into the activity, inviting workers to expl
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Keywords : gamification, Ludification, Gameplay, Labor, Serious games, Activity, Cooperation
This paper is related to the works of Gilles Brougère and aims to study the rapport between play and serious. “Serious” is related to utilitarian aspects as Etienne Armand Amato proposes to do. More precisely, we try to study the potential of the productivity associated to play activities (serious or not) for the player. At the end, we propose a model. The census is carried out form a counter factual analysis, taking to framework from theoretical approaches including co
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Keywords : serious game, artefact, activity, productivity, unproductivity
Abstract Microsurgery of the middle ear requires high dexterity due to the finesse and the extreme sensitivity of the structures involved. Learning this surgery is delicate and is performed at the end of the residency. This work focuses on the development of a mechanical finite element model of the anatomical structures that compose the middle ear in order to design a surgical simulator. The objectives are to provide a versatile tool for learning and training of the surgery by surgical pra
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Keywords : Medical and surgical simulations, Robotics, Computer science, Haptics, Minimally-invasive, Educational, Microsurgery