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.

Computer Science::Computer Science and Game Theoryeducation.field_of_studyDistribution (number theory)Computer scienceStochastic gamePopulationMathematicsofComputing_NUMERICALANALYSISComputingMilieux_PERSONALCOMPUTINGTheoryofComputation_GENERALApproachabilityStrategyBest responseRepeated gameeducationGame theoryMathematical economics
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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…

Computer programComputer sciencebusiness.industryHead (linguistics)Interface (computing)ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONComputingMilieux_PERSONALCOMPUTINGRGB color modelAugmented realityComputer visionArtificial intelligenceViewing anglebusinessThirteenth International Conference on Machine Vision
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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…

Computer scienceApplied psychologylcsh:Recreation. LeisurePhysical Therapy Sports Therapy and Rehabilitationprotecciónlcsh:GV1-1860Valencian communitylcsh:GV557-1198.995pressures.pelota valencianamanoSimulationlcsh:Sportsbusiness.industrypresionesComputingMilieux_PERSONALCOMPUTINGlcsh:Geography. Anthropology. RecreationUsabilityBiomechanical testprotectionguantelcsh:Gpelota valenciana gamehandbusinessgloveRevista Internacional de Ciencias del Deporte
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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…

Computer scienceComputingMilieux_PERSONALCOMPUTINGMathematical learningAppropriationLVDP::Mathematics and natural science: 400::Mathematics: 410KindergartenComputer Science ApplicationsEducationAppropriationPedagogyMathematics educationDigital toolsVDP::Social science: 200::Education: 280AffordanceMathematicsDigital literacyNordic Journal of Digital Literacy
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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…

Computer scienceComputingMilieux_PERSONALCOMPUTINGcognitive architectureCognitionContext (language use)Cognitive architecturesocial robotInteractive storytellingstorytelling activityHuman–computer interactionRobotNarrativeHumanoid robotStorytelling
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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

Computer scienceManagement sciencebepress|Arts and Humanities|Art and Designdefiningvideopelit05 social sciencesbepress|Arts and Humanities|PhilosophyComputingMilieux_PERSONALCOMPUTING050801 communication & media studiesSocArXiv|Arts and HumanitiesSocArXiv|Arts and Humanities|Art and Design|Interactive Arts030229 sport sciencesSocArXiv|Arts and Humanities|PhilosophySocArXiv|Arts and Humanities|Art and Design|Game Design03 medical and health sciences0302 clinical medicine0508 media and communicationsbepress|Arts and Humanities|Art and Design|Game DesignSocArXiv|Arts and Humanities|Art and Designbepress|Arts and Humanities|Art and Design|Interactive Artsvideogamesmäärittelybepress|Arts and Humanitiestietokonepelit
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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

Computer scienceSynthèse d'image et réalité virtuelle [Informatique]InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)AcousticsVibrationsSense of presence02 engineering and technologyWalkingVirtual realityCyber-sickness0202 electrical engineering electronic engineering information engineeringPresence0501 psychology and cognitive sciencesComputer visionComputerSystemsOrganization_SPECIAL-PURPOSEANDAPPLICATION-BASEDSYSTEMS050107 human factorsProprioceptionbusiness.industry05 social sciencesComputingMilieux_PERSONALCOMPUTINGVirtual Reality020207 software engineering[ INFO.INFO-GR ] Computer Science [cs]/Graphics [cs.GR][INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]VibrationInterface homme-machine [Informatique]Navigation MethodNavigation methodCybersicknessArtificial intelligencebusiness
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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…

Computer scienceVirtual machineQuality of serviceServerDistributed computingScalabilityComputingMilieux_PERSONALCOMPUTINGHeuristicscomputer.software_genrecomputerMetaheuristic
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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.

Computer sciencebusiness.industrymedia_common.quotation_subjectComputingMilieux_PERSONALCOMPUTINGAppealExperiential learningInteractive storytellingEntertainmentUser experience designHuman–computer interactionQuality (philosophy)CuriositybusinessInteractive mediamedia_common
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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.

Computer sciencepelisuunnittelu518 Media and communicationsaugmented reality gamesContext (language use)02 engineering and technologycomputer.software_genrehybrid gamesTurns rounds and time-keeping systems in gamesConceptual blendingHuman–computer interaction0202 electrical engineering electronic engineering information engineeringta6160501 psychology and cognitive scienceshybridityEmergent gameplayta518Video game design050107 human factorstietokonepelitconceptual blendinggamesGame mechanicsMultimedia05 social sciencesComputingMilieux_PERSONALCOMPUTINGConceptual metaphorconceptual metaphor020207 software engineeringmixed reality games113 Computer and information sciencespervasive gamescomputerMeaning (linguistics)
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