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A method for automatic situation recognition in collaborative multiplayer Serious Games

Viktor Wendel, Marc-André Bär, Robert Hahn, Benedict Jahn, Max Mehltretter, Stefan Göbel, Ralf Steinmetz
2015 EAI Endorsed Transactions on Serious Games  
The main contribution of this paper is a mechanism to recognize high-level situations in a multiplayer Serious Game.  ...  In a first evaluation, the situation recognition was able to correctly recognize all of the situations in a set of game sessions.  ...  Conclusions In this paper we presented an approach for automatic situation recognition in collaborative multiplayer Serious Games as a foundation for automatic adaptation of collaborative multiplayer Serious  ... 
doi:10.4108/sg.1.4.e4 fatcat:46fxhsxzungrjixbyo3gd4zdli

A Serious Games Platform for Cognitive Rehabilitation with Preliminary Evaluation

Paula Alexandra Rego, Rui Rocha, Brígida Mónica Faria, Luís Paulo Reis, Pedro Miguel Moreira
2016 Journal of medical systems  
This paper reviews Serious Games and user interfaces in rehabilitation area and details a Serious Games platform for Cognitive Rehabilitation that includes a set of features such as: natural and multimodal  ...  In recent years Serious Games have evolved substantially, solving problems in diverse areas. In particular, in Cognitive Rehabilitation, Serious Games assume a relevant role.  ...  Acknowledgments This work has been supported by FCT -Fundação para a Ciência e Tecnologia in the scope of the projects: PEst-UID/CEC/ 00319/2015 and PEst-UID/CEC/00027/2015.  ... 
doi:10.1007/s10916-016-0656-5 pmid:27864778 fatcat:wlcisshhcbgrdkdexvg6jzkid4

Designing Games with a Purpose for Data Collection in Music Research. Emotify and Hooked: Two Case Studies [chapter]

Anna Aljanaki, Dimitrios Bountouridis, John Ashley Burgoyne, Jan Van Balen, Frans Wiering, Henkjan Honing, Remco Veltkamp
2014 Lecture Notes in Computer Science  
As such, we hope that they may serve as blueprints for the development of future serious games, not only for music but also for other humanistic domains.  ...  In this paper we present two case studies of such games created for data collection in music information retrieval (MIR): Emotify, for emotional annotation of music, and Hooked, for studying musical catchiness  ...  Serious games are often perceived as a type of edutainment [17] , for which there can be a diversity of goals: acquiring new skills, theoretical knowledge application in a simulation of a real world situation  ... 
doi:10.1007/978-3-319-12157-4_3 fatcat:kisqxcjtmjhencr4bwjnzhzfoq

Applying and Augmenting Deep Reinforcement Learning in Serious Games through Interaction

Aline Dobrovsky, Uwe M. Borghoff, Marko Hofmann
2017 Periodica Polytechnica Electrical Engineering and Computer Science  
Serious games belong to the most important future e-learning trends and are frequently used in recruitment and training.  ...  To expand the underlying ideas to serious games, we introduce a new approach of augmenting the application of deep reinforcement learning methods by interactively making use of domain experts' knowledge  ...  SanTrain: A Serious Game for Tactical Combat Casualty Care (TCCC) SanTrain is a serious game in development in the domain of military first aid.  ... 
doi:10.3311/ppee.10313 fatcat:3grubkdvqrh6jjnwentggn536i

Stairstep recognition and counting in a serious Game for increasing users' physical activity

Matteo Ciman, Michele Donini, Ombretta Gaggi, Fabio Aiolli
2016 Personal and Ubiquitous Computing  
In this paper, we present ClimbTheWorld, a serious game which uses a machine learning based technique to recognize and count stairsteps and aims at persuading people to use stairs instead of elevators  ...  Moreover, we present game appreciation and persuasive power results after a trial experiment with 13 participants.  ...  Acknowledgements The authors would like to thank Nicola Beghin, Silvia Segato and Mattia Bazzega for their contribute to the implementation of ClimbTheWorld.  ... 
doi:10.1007/s00779-016-0968-y fatcat:6oproluskngfzjdhbduo4xwwdq

Can SME Managers Learn from Games?

António Andrade, David Gouveia, Paula Escudeiro, Carlos Vaz de Carvalho
2014 Proceedings of the XV International Conference on Human Computer Interaction - Interacción '14  
Serious Games are especially useful for training because they offer immersive and engaging environment where users 'learn by doing'.  ...  This article presents an ongoing project that was meant to design and develop a serious game that fosters the improvement of internationalization and language skills of SME managers.  ...  about the success of the teams in the game was collected automatically by the game platform.  ... 
doi:10.1145/2662253.2662349 dblp:conf/interaccion/AndradeGEC14 fatcat:5hjwxbllsng5rbdt3zf3fe2toe

Using a Virtual Learning Environment with Highly Interactive Elements in Second Life to Engage Millennial Students

Wei Shi, Gordon Lee, Jonathan Hinchley, Jean-Pierre Corriveau, Bill Kapralos, Andrew Hogue
2010 2010 International Conference on e-Education, e-Business, e-Management and e-Learning  
practice using different stratagems in a virtual world.  ...  In this paper, we present a novel virtual learning environment that we created in Second Life.  ...  ACKNOWLEDGMENT The authors would like to thank IBM Global Business Services (GBS) and Leho Nigul at Centre For Advanced Studies (CAS) for their co-operation and financial support.  ... 
doi:10.1109/ic4e.2010.22 fatcat:uztg2ir2onbrnak43mbbrfldwy

Artificial intelligence moving serious gaming: Presenting reusable game AI components

Wim Westera, Rui Prada, Samuel Mascarenhas, Pedro A. Santos, João Dias, Manuel Guimarães, Konstantinos Georgiadis, Enkhbold Nyamsuren, Kiavash Bahreini, Zerrin Yumak, Chris Christyowidiasmoro, Mihai Dascalu (+2 others)
2019 Education and Information Technologies : Official Journal of the IFIP technical committee on Education  
This article provides a comprehensive overview of artificial intelligence (AI) for serious games.  ...  All components have been applied and validated in serious games that were tested with real end-users.  ...  Fundação para a Ciência e a Tecnologia (FCT-UID/CEC/500 21/2013).  ... 
doi:10.1007/s10639-019-09968-2 fatcat:sozwh55b4jbcdcyrlpj65sfunu

Serious games: supporting occupational engagement of people based on intelligent tutoring systems aged 50+

Mario A Bruno, Laura Griffiths
2014 Ingeniare : Revista Chilena de Ingeniería  
In the discussion about the features, issues of purpose, strategy and the personalization of a serious game for people aged 50 and older were specified in detail.  ...  ABSTRACT This paper offers an overview of the requirements of serious games to support occupational engagement for people at age 50 and above, and the features for such a serious game.  ...  The authors wish to thank Luzmarina Silva and Dalila Goudeau of Occupational Therapy from the Universidad de Playa Ancha for their help.  ... 
doi:10.4067/s0718-33052014000100012 fatcat:arocmwctnvdbrdics6rramqm74

A Method to Develop Accessible Online Serious Games for People with Disabilities: A Case Study

Angel Jaramillo-Alcázar, Paz Cortez-Silva, Marco Galarza-Castillo, Sergio Luján-Mora
2020 Sustainability  
The method is applied in the case study of an online serious game that teaches about the architecture of a computer in a fun and entertaining way.  ...  This paper proposes a method to develop accessible online serious games that consider people with disabilities as potential users.  ...  Discussion In this study, we proposed a method for developing online serious games for people with disabilities.  ... 
doi:10.3390/su12229584 fatcat:bj4n5x6gvzemfjtvpn5zpjtz6a

A Survey and Analysis of Techniques for Player Behavior Prediction in Massively Multiplayer Online Role-Playing Games

Brent Harrison, Stephen G. Ware, Matthew W. Fendt, David L. Roberts
2015 IEEE Transactions on Emerging Topics in Computing  
While there has been much research done on player modeling in single-player games, player modeling in massively multiplayer online role-playing games (MMORPGs) has remained relatively unstudied.  ...  In order to demonstrate the value of our analysis, we present a case study from our own work that uses a model-based collaborative filtering algorithm to predict achievements in World of Warcraft.  ...  [32] apply the model-based collaborative filtering methods of probabilistic principal component analysis (PPCA) and non-negative matrix factorization (NMF) to the domain of serious games.  ... 
doi:10.1109/tetc.2014.2360463 fatcat:bll2mpkj7bgqllkxfxwckexkje

Less Talk Is More Play

Chrysanthi C. Ntina, Xiaohan Ma, Zhigang Deng
2015 Computers in Entertainment  
________________________________________________________________________ In this paper, we experimentally study a new type of multiplayer mobile game for casual gamers by introducing the concept of online  ...  In addition, how various gaming elements (e.g., ideal number for team-based game play, user interfaces) can be utilized to design better mobile casual games is also discussed.  ...  Later, Smith [2006] studied collaboration and conflict patterns among gamers in different multiplayer games by using an empirically-based analysis method.  ... 
doi:10.1145/2582186.2633437 fatcat:5gaht5slefairiuxnwukj2knsm

Beaconing D3.2 Technology And Learning Environment Inventory

Anna Barenbrock, Sami Khan
2018 Zenodo  
As an innovation action project, BEACONING will provide components for pervasive teaching with a technology readiness level between 7-9.  ...  The objective of this deliverable is to provide an overview of existing hardware, software, learning inventory and expertise within the consortium that may serve as a foundation.  ...  The last game i s a "Jigsaw" like game. All levels adjust automatically to the user's abilities. COVUNI developed a pervasive smartphone game for language learning, called "Imparapp".  ... 
doi:10.5281/zenodo.1256665 fatcat:x2ljusrpnrah5npka7gysvtg7a

Remote Virtual Showdown: A Collaborative Virtual Reality Game for People with Visual Impairments [article]

Hojun Aan, Sangsun Han, Hyeonkyu Kim, Jimoon Kim, Pilhyoun Yoon, Kibum Kim
2021 arXiv   pre-print
Therefore, we developed a VR showdown game which is similar to a real Showdown game in which two players can play together in the same virtual environment.  ...  This paper reports an example of a collaborative VR system for people with visual impairments and also design guideline for developing VR systems for people with visual impairments.  ...  In addition to empirical analysis, research on multiplayer VR games have been developed in various fields such as serious games and games for people with disabilities.  ... 
arXiv:2103.16153v2 fatcat:x7wzbat5dbgi7lmys27rj3sfrq

Affective brain-computer interfaces: Special Issue editorial

Christian Mühl, Brendan Allison, Anton Nijholt, Guillaume Chanel
2014 Brain-Computer Interfaces  
If data are stored offline for later analysis, in raw or processed form, confidentiality is essential. Multiplayer aBCI games and other applications that share data online should be secure.  ...  For example, when healthy users' hands and/ or voice are not available in certain situations, they may experience 'situational disability'.  ... 
doi:10.1080/2326263x.2014.913829 fatcat:4iddjweoijg3rmu3wbpzry47ei
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