Search results for "ComputingMilieux_PERSONALCOMPUTING"
showing 10 items of 256 documents
Population Games with Vector Payoff and Approachability
2016
This paper studies population games with vector payoffs. It provides a new perspective on approachability based on mean-field game theory. The model involves a Hamilton-Jacobi-Bellman equation which describes the best-response of every player given the population distribution and an advection equation, capturing the macroscopic evolution of average payoffs if every player plays its best response.
Chess recognition using 3D patterned illumination camera
2021
Computer Vision has been applied to augment traditional board games such as Chess for a number of reasons. While augmented reality enhances the gaming experience, the required additional hardware (e.g. head gear) is still not widely accepted in everyday leisure activities, and therefore, camera based methods have been developed to interface the computer with the real-life chess board. However, traditional 2D camera approaches suffer from ill-defined environmental conditions (lighting, viewing angle) and are therefore severely limited in their application. To answer this issue, we have incorporated a consumer-grade depth camera based on patterned illumination. We could show that in combinati…
Elaboración y validación biomecánica de un guante de protección para jugar a pelota valenciana. (Elaboration and biomechanical validation of a protec…
2012
ResumenLa pelota valenciana es uno de los antiguos juegos de pelota a mano que perdura en la Comunidad Valenciana. Para amortiguar los impactos de la pelota durante el golpeo, los jugadores se confeccionan sus propias protecciones. En torno a ellas existen diversos factores que dificultan la práctica segura y eficaz de este deporte: el excesivo tiempo empleado en su elaboración, el elevado número de lesiones que sufren en las manos o el inadecuado control de la pelota que consiguen. En base a esto y a la inexistencia de un equipamiento deportivo específico para la mano, se ha desarrollado y validado un guante para intentar solventar estos inconvenientes. En la validación biomecánica se comp…
Mathematical Learning Opportunities in Kindergarten through the Use of Digital Tools: Affordances and Constraints
2013
Accepted version of an article in the journal: Nordic Journal of Digital Literacy. Also available from the publisher at: http://www.idunn.no/ts/dk/2013/03/mathematical_learning_opportunities_in_kindergarten_through This study aims at scrutinising the mathematical learning opportunities of children engaging with digital tools and the emerging affordances and constraints faced in such settings. By adopting a sociocultural perspective on learning and development, the multimodal analysis of the adult-child interaction shows that the children are participants in processes of appropriating the mathematical concepts of sorting and counting. Affordances are taken advantage of by the adults and cons…
Exploiting Cognitive Architectures to design Storytelling Activities for NarRob
2020
In this work, we exploited the potential of a cognitive architecture to model the characters of a story in an interactive storytelling system. The system is accessible through NarRob, a humanoid social robot, able to manage storytelling activities aimed at improving the emotional and social skills of children, also adding expressiveness to the narration by using proper associate gestures and emotional expressions. Our main goal was to implement the cognitive processes of the agents interpreted by the robot within an environment coinciding with a narrative context. The narrated story is largely inspired by the "FearNot!" game, where in our system, we modeled the cognitive processes elaborate…
How to Define Games and Why We Need to
2019
This article provides guidelines on how to make useful game definitions and discusses when that is a worthwhile undertaking. It examines a recent article attempting to define videogames (Bergonse in Comput Games J 6(4):239–255, 2017. https://doi.org/10.1007/s40869-017-0045-4), and uses it as an example to discuss game definitions in general. It concludes with reasons why making a final definition of games is not possible and why we need to continue to define games. peerReviewed
Effect of Footstep Vibrations and Proprioceptive Vibrations Used with an Innovative Navigation Method
2017
This study proposes to investigate the effect of adding vibration feedback to a navigation task in virtual environment. Previous study used footstep vibrations and proprioceptive vibrations in order to decrease the cyber-sickness and increase the sense of presence. In this study, we experiment the same vibration modalities but with a new navigation method. The results show that proprioceptive vibrations do not impact the sense of presence neither the cyber-sickness while footstep vibrations increase sense of presence and decrease in a certain way cyber-sickness. Burgundy region through the JCE funding project
A Comparison Study of Metaheuristic Techniques for Providing QoS to Avatars in DVE Systems
2004
Network-server architecture has become a de-facto standard for Distributed Virtual Environment (DVE) systems. In these systems, a large set of remote users share a 3D virtual scene. In order to design scalable DVE systems, different approaches have been proposed to maintain the DVE system working under its saturation point, maximizing system throughput. Also, in order to provide quality of service to avatars in a DVE systems, avatars should be assigned to servers taking into account, among other factors, system throughput and system latency. This highly complex problem is called quality of service (QoS) problem in DVE systems. This paper proposes two different approaches for solving the QoS…
The motivational appeal of interactive storytelling: Towards a dimensional model of the user experience
2009
A conceptual account to the quality of the user experience that interactive storytelling intends to facilitate is introduced. Building on socialscientific research from `old' entertainment media, the experiential qualities of curiosity, suspense, aesthetic pleasantness, self-enhancement, and optimal task engagement ("flow") are proposed as key elements of a theory of user experience in interactive storytelling. Perspectives for the evolution of the model, research and application are briefly discussed.
Blending in Hybrid Games: Understanding Hybrid Games Through Experience
2016
The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in its usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through this type of thinking, designers can be more open to exploring how their games can be experienced.