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Using games to investigate movement for graph comprehension

John Bovey, Florence Benoy, Peter Rodgers
2004 Proceedings of the working conference on Advanced visual interfaces - AVI '04  
The use of a game as the task was intended to motivate the exploration of the graph by the subjects.  ...  We describe the results of empirical investigations that explore the effectiveness of moving graph diagrams to improve the comprehension of their structure.  ...  The need for evidence that movement helps in the comprehension of graphs means that an empirical investigation was required. This involved subjects completing graph investigation tasks.  ... 
doi:10.1145/989863.989872 dblp:conf/avi/BoveyBR04 fatcat:oxpadwyu6zb33asuxbo3npyhpm

A method for testing graph visualizations using games

John Bovey, Peter Rodgers, Robert F. Erbacher, Jonathan C. Roberts, Matti T. Gröhn, Katy Börner
2007 Visualization and Data Analysis 2007  
We present a general discussion of games as a test-bed for empirical experiments in graph comprehension, and explain why they might, in particular, provide a useful way to do exploratory experiments.  ...  We describe a system that enables us to perform exploratory empirical experiments with graph visualization techniques by incorporating them into games that can be played on an internet site, the Graph  ...  In our case, this is not difficult to do since we are interested in the effects of movement on graph comprehension, and movement can be added to a graph game without interfering with the game itself.  ... 
doi:10.1117/12.704140 dblp:conf/vda/BoveyR07 fatcat:vqbdnx272zcidg2oihoyvvcohe

A Comprehensive Study on Pathfinding Techniques for Robotics and Video Games

Zeyad Abd Algfoor, Mohd Shahrizal Sunar, Hoshang Kolivand
2015 International Journal of Computer Games Technology  
We also give our expectations for future trends in this field and discuss the possibility of using pathfinding techniques in more extensive areas.  ...  This survey provides an overview of popular pathfinding algorithms and techniques based on graph generation problems.  ...  In this case, we can use the Iterative Taxing [53] International Journal of Computer Games Technology 9 Framework (ITF) [17] to manage the agent's movement.  ... 
doi:10.1155/2015/736138 fatcat:3hc5cqvbiffopemg4imqigd5fy

Effects of Repeated Exposure to a Humanoid Robot on Children with Autism [chapter]

B. Robins, K. Dautenhahn, R. te Boekhorst, A. Billard
2004 Designing a More Inclusive World  
This work is part of the Aurora project which investigates the possible use of robots in therapy and education of children with autism (Aurora 2003), based on findings that people with autism enjoy interacting  ...  The paper exemplifies the results that clearly demonstrate the crucial need for long-term studies in order to reveal the full potential of robots in therapy and education of children with autism.  ...  The child indicated a comprehension that this movement is beyond the robot's capability and so moved on without insisting on that movement (line 13).  ... 
doi:10.1007/978-0-85729-372-5_23 fatcat:dgbqub5rzfha5nx3cxxx4l7gcy

HaptiStylus: A Novel Stylus Capable of Displaying Movement and Rotational Torque Effects [article]

Atakan Arasan, Cagatay Basdogan, T. Metin Sezgin
2021 arXiv   pre-print
Our stylus is equipped with two vibration actuators at the ends, which are used to create a tactile sensation of up and down movement along the stylus.  ...  Unfortunately, styluses available in the market today are all passive instruments that are primarily used for writing and pointing.  ...  Here, to motivate the reader, we suggest the use of haptic feedback in a mock-up dentist game designed for kids.  ... 
arXiv:2104.01088v1 fatcat:kwzqropgnbdehfb2ej46v2guma

A serious game for virtual rehabilitation: evaluation with patients and physiotherapists

Amanda Maria Martins Funabashi, Renan Vinícius Aranha, Talita Dias Silva, Carlos Monteiro, Willian Severino Silva, Fátima Nunes
2018 Journal of Interactive Systems  
In this game, the patient has to associate two different images with complementary meanings, using a movement sensor to drag the image to the target.  ...  The engagement tends to increase during use of the game, throughout the rounds.  ...  ACKNOWLEDGMENTS The authors thanks Rumen Filkov for the free availability of the Kinect and Unity integration package as well as the volunteers who made the described experiment possible.  ... 
doi:10.5753/jis.2018.698 fatcat:zcfwlp4soraxvczsok7cakgu3m

Evaluation of the Uncanny Valley in CG Characters [chapter]

Vanderson Dill, Laura Mattos Flach, Rafael Hocevar, Christian Lykawka, Soraia R. Musse, Márcio Sarroglia Pinho
2012 Lecture Notes in Computer Science  
Future enhancements are then suggested to add new dimensions to the original graph.  ...  This paper revisits the Uncanny Valley subject in order to evaluate its effects on the perception of characters that currently use computer graphics, animation and computer simulation.  ...  We assume here that cinema is a more comprehensive media than games, older people play less electronic games than watch movies.  ... 
doi:10.1007/978-3-642-33197-8_62 fatcat:ndeb3s2yhndabpp3ypiy2wyexi

Applying the Design of a Single Mouse with Multiple Cursors to Effectively Integrate Special Students with Comprehensive Learning Environment to Promote Their Curriculum Participation and Happiness

Ching-Tien SHIH, Shu-Chen HSU
2017 DEStech Transactions on Engineering and Technology Research  
Through adjusting the curriculum, comprehensive learning environment design, and information technology aids to effectively integrate disabled students with learning, in order to assist them to control  ...  Therefore, this project proposes a design of single mouse with multiple cursors to assist these disabled students who have poor control of hand movements or poor hand-eye coordination, and who have difficult  ...  Acknowledgements The authors would like to thank the National Science Council of the Republic of China, Taiwan for financially supporting this research under Project 105-2511-S-272 -001-.  ... 
doi:10.12783/dtetr/oect2017/16113 fatcat:ghuo4qfvinazrbxpx4te6vunwq

Games and Didactic Exercises to Promote Graphomotor Development in Preschool Children in Children with Intellectual Disabilities

Bestard Revilla AC
2020 Annals of Physiotherapy & Occupational Therapy  
Methods of the theoretical level and the empirical level were used, which helped to reveal the results of the diagnosis.  ...  The application of these games and didactic exercises can promote the development of fine motor skills in these children, which will influence a better preparation of these for higher learning.  ...  [9] expressed that in the exercises to develop fine motor skills, techniques that classify in graphs and not graphs should be used.  ... 
doi:10.23880/aphot-16000180 fatcat:aoknnw3fvvbktclddpqcjhyyhy

Monte Carlo Tree Search as a Tool for Self-Learning and Teaching People to Play Complete Information Board Games

Víctor Gonzalo-Cristóbal, Edward Rolando Núñez-Valdez, Vicente García-Díaz, Cristian González García, Alba Cotarelo, Alberto Gómez
2021 Electronics  
In this paper, we want to explore this possibility by proposing a tool which presents and explains recommendations for playing board games generated by a Monte Carlo Tree Search algorithm combined with  ...  Our system displays the state of the game in the form of a tree, showing all the movements available from the current state and a set of their successors.  ...  Acknowledgments: We would like to thank all the volunteer participants who cooperated in this study. Conflicts of Interest: The authors declare no conflict of interest.  ... 
doi:10.3390/electronics10212609 doaj:824b238f67934bc08fdf098cf4f05c8b fatcat:xd47vrcsdbeffmatco57aipsbu

Zone-Specific Interaction Modeling of Pedestrians and Cars in Shared Spaces

Fatema T. Johora, Jörg P. Müller
2020 Transportation Research Procedia  
We use real-world data to investigate how road users behave differently in different shared space zones and model zone-specific movement behavior of road users.  ...  We use real-world data to investigate how road users behave differently in different shared space zones and model zone-specific movement behavior of road users.  ...  The authors thank the participants of the DFG research project MODIS (DFG project #248905318) as well as Robert Schnauer for providing shared space datasets.  ... 
doi:10.1016/j.trpro.2020.03.096 fatcat:v2dzc2nnn5emji3losvoschdaa

Novel interface for first person shooting games on PDAs

Chen Wei, Gary Marsden, James Gain
2008 Proceedings of the 20th Australasian Conference on Computer-Human Interaction Designing for Habitus and Habitat - OZCHI '08  
Intelligent gesture recognition, based on these patterns, is used to create an optimal implementation of basic game functions (i.e., jump, shoot, walk forward).  ...  This paper explores novel interfaces for First Person Shooting (FPS) games on Personal Digital Assistant (PDA) devices.  ...  This prototype is able to offer a comprehensive investigation of interaction through the help of the .net compact framework 2.0 and Mobile DirectX.  ... 
doi:10.1145/1517744.1517785 dblp:conf/ozchi/WeiMG08 fatcat:pcpqyzkfynbipadumrgashbuhi

HaptiStylus: A Novel Stylus for Conveying Movement and Rotational Torque Effects

Atakan Arasan, Cagatay Basdogan, Tevfik Metin Sezgin
2016 IEEE Computer Graphics and Applications  
Our stylus is equipped with two vibration actuators at the ends, which are used to create a tactile sensation of up and down movement along the stylus.  ...  Unfortunately, styluses available in the market today are all passive instruments that are primarily used for writing and pointing.  ...  The experience of using the tools can be enhanced by haptic effects (e.g., downward movement for the water syringe, upward movement for the suction tip, and rotation for the drill). games available in  ... 
doi:10.1109/mcg.2015.48 pmid:25974929 fatcat:d2eglritvvbqvo7pwrswu36pry

Text/Speech-Driven Full-Body Animation [article]

Wenlin Zhuang and Jinwei Qi and Peng Zhang and Bang Zhang and Ping Tan
2022 arXiv   pre-print
We adopt a learning-based approach for synthesizing facial animation and a graph-based approach to animate the body, which generates high-quality avatar animation efficiently and robustly.  ...  Due to the increasing demand in films and games, synthesizing 3D avatar animation has attracted much attention recently.  ...  For the body animation, most researchers used deep learning-based approaches to achieve end-to-end synthetic body movements.  ... 
arXiv:2205.15573v1 fatcat:rmthxgwfhvhallzamh6ng2dpdi

State machines are child's play

Michael Philetus Weller, Ellen Yi-Luen Do, Mark D. Gross
2009 Proceedings of the 8th International Conference on Interaction Design and Children - IDC '09  
We observed children ages nine to eleven playing the game in several sessions.  ...  The qualitative results of this observation validate the promise of Posey and Escape Machine to engage children in manipulating algorithmic specifications for behavior.  ...  Graph representations are useful for a variety of domains so Posey can provide the TUI for exploring a range of concepts, each supported by a different software application that accepts inputs from the  ... 
doi:10.1145/1551788.1551819 dblp:conf/acmidc/WellerDG09 fatcat:dkx3gegu2jaebawluxn4752ntm
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