Search results for "ComputingMilieux_PERSONALCOMPUTING"
showing 10 items of 256 documents
A Crisis Management Serious Game for Responding Extreme Weather Event
2017
Managing crisis with limited resources through a serious game is deemed as one of the ways of training and can be regarded as an alternative to the table-top exercise. This paper presents the so-called “Operasjon Tyrsdal” serious game, inspired by a real case of extreme weather that hit the west coast of Norway. This reference case is used to add realism to the game. The game is designed for a single player, while the mechanics are framed in such way that the player should deal with limited resources, and elevated event pressure over time to manage. Beside applying an iterative Scrum method with seven Sprint cycles, we combined the development work with desk research and involvement of test…
A social humanoid robot as a playfellow for vocabulary enhancement
2018
We introduce a system that exploits a Pepper humanoid robot acting as a playfellow in a word-play game. The robot can play a portmanteau game by directly interacting with children, and it exploits a conversation engine, a portmanteau creation engine, and a definition engine. The humanoid can play the role of either an answerer or a generator of new words.
Counting and rapid naming predict the fluency of arithmetic and reading skills
2016
Understanding of the factors that underlie the development of fluency in reading and arithmetic is limited. This longitudinal study examined whether verbal counting and rapid automatized naming (RAN) were predictors of arithmetic and reading fluency in a population-based sample and to what extent related early emerging cognitive abilities and socioeconomic background accounted for the predictive power of counting and RAN. In addition, in order to examine the uniqueness of counting as a numerical predictor of reading fluency, the influence of another early number skill—number concept—was controlled. Three hundred and seventy-eight Finnish children were followed from kindergarten to Grade 3 (…
The Contribution of RAN Pause Time and Articulation Time to Reading Across Languages: Evidence From a More Representative Sample of Children
2014
We examined the relationship between rapid automatized naming (RAN) components – articulation time and pause time – and reading fluency across languages varying in orthographic consistency. Three hundred forty-seven Grade 4 children (82 Chinesespeaking Taiwanese children, 90 English-speaking Canadian children, 90 Greek-speaking Cypriot children, and 85 Finnish-speaking children) were assessed on RAN (Colors and Digits) and reading fluency (word reading efficiency and text reading speed). The results showed that articulation time accounted for more unique variance in reading in the alphabetic orthographies than in Chinese, and pause time for more unique variance in reading in Chinese than in…
Qualification de graphes sémantiques à l'aide du Model Checking
2011
National audience; Qualification de graphes sémantiques à l'aide du Model Checking
The Automated Emotional Music Generator With Emotion and Season Features
2013
Nowadays, there are various types of automated music generating systems to automatically compose music clips instantly; however, those randomly-generated music clips still sounded uncomfortable and discordant. This paper attempts to add with emotion and season features to assist automated music generating systems based on algorithm, and then tries to make all generative music clips sound with harmonious and emotional meaning to listeners. The automated music generator used in this topic is not only based on algorithm but also adopts Thayer’s emotional model as well as four season factors, so all music clips will not only express unique music emotions but also indicate all seasons which may …
Engagement by lamination of autopoietic concentric interaction systems in games : a study of football and Pokémon GO
2018
The aim of this paper is to rethink games and game design within the theory of self-producing interaction systems. With this research, I seek to identify several dynamics of play and engagement elicited by games that, by extension, can serve as game design parameters. The research is oriented toward an analysis of football (soccer) and Pokémon GO within the context of Niklas Luhmann’s (2002/2012) theoretical framework of autopoiesis (i.e., self-producing interaction systems). The theoretical discussion of play situations in the two games reveals five concentric interaction systems through which games motivate play and engagement. These game dynamics are continuing simultaneous communication…
Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study
2020
BackgroundDigital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). ObjectiveThis study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. MethodsWe collected data from 262 respondents with a critical incident techniqu…
Interpretive Challenges in Games
2018
This paper argues that these is a category of challenges often overlooked in game studies. It is here called "interpretive challenges" and it requires players to sort out contextual and ambiguous information.
The Role of Financial and Managerial Variables on the Policy towards Home-grown Players in English Soccer
2012
The training and development of young players both as athletes and individuals is one of the task soccer governing bodies assign to professional soccer team in order to fully exploit the social aspects of sport activities. Recently UEFA imposed new rules to improve the use of home-grown players. We analyze a panel data of English Premier and Championship league clubs for the seasons 2001-02 to 2005-06 in order to understand what clubs characteristics lead to the employment of young players in the team during official matches. Sport commercialization and the employment of star players have been considered harmful to this role. Our findings suggest that, counter-intuitively, economic and comm…