Search results for "Game"
showing 10 items of 1663 documents
Traitement de données RGB et Lidar à extrêmement haute résolution: retombées de la compétition de fusion de données 2015 de l'IEEE GRSS - Partie A / …
2016
International audience; In this paper, we discuss the scientific outcomes of the 2015 data fusion contest organized by the Image Analysis and Data Fusion Technical Committee (IADF TC) of the IEEE Geoscience and Remote Sensing Society (IEEE GRSS). As for previous years, the IADF TC organized a data fusion contest aiming at fostering new ideas and solutions for multisource studies. The 2015 edition of the contest proposed a multiresolution and multisensorial challenge involving extremely high-resolution RGB images and a three-dimensional (3-D) LiDAR point cloud. The competition was framed in two parallel tracks, considering 2-D and 3-D products, respectively. In this paper, we discuss the sci…
Linkages Between Gameplay Preferences and Fondness for Game Music
2021
In this paper we explore connections between players’ preferences in gameplay and their desire to listen to game music. Music always takes place in cultural contexts and the activity of music listening is likewise entangled with versatile cultural practices. This is arguably evident in the case of game music since the primary context of encountering it is the active and participatory experience of gameplay. By analyzing survey data (N = 403) collected from the UK, we investigate how contextual preferences in gameplay activities predict fondness for game music. It was found that player preference for Aggression and Exploration are two precedents for liking game music. These findings indicate…
Designing motion-based activities to engage students with autism in classroom settings
2015
We report on a nine-month-long observational study with teachers and students with autism in a classroom setting. We explore the impact of motion-based activities on students' behavior. In particular, we examine how the playful gaming activity impacted students' engagement, peer-directed social behaviors, and motor skills. We document the effectiveness of a collaborative game in supporting initiation of social activities between peers, and in eliciting novel body movements that students were not observed to produce outside of game play. We further identify the positive impact of game play on overall classroom engagement. This includes an "audience effect" whereby non-playing peers direct in…
Altered neural responses to social fairness in bipolar disorder
2020
Highlights • Bipolar disorder is characterized by impaired processing of social fairness. • BD patients exhibit increased rejection of moderate unfairness in Ultimatum Game. • BD patients display decreased response to moderate unfairness in anterior insula. • BD patients deactivate posterior and middle insula in response to unfairness. • Trait impulsivity positively correlated with deactivations in posterior insula.
Dal game-based learning ai serious games: alcune prospettive per l’apprendimento mediato dalla tecnologia digitale
2023
In the last years, serious games have become popular in media education as they are useful tools in engaging, motivating, and helping students learn. However, few studies investigate the long-term effects of game-based learning, and many scholars declare themself skeptical about the learning mediated by digital technology. This paper reflects on the importance of new media and serious games for young people belonging to the Net Generation as defined by Prensky. In particular, I support the idea that game-based learning reflects a broader change in our society, coinciding with the rise of the phenomenon of Gamification and the Homo Ludens paradigm. Apart from the limitations of technology-me…
Augmented Reality Gamification for Human Anatomy
2019
This paper focuses on the use of Augmented Reality technologies in relation to the introduction of game design elements to support university medical students in their learning activities during a human anatomy laboratory. In particular, the solution we propose will provide educational contents visually connected to the physical organ, giving also the opportunity to handle a 3D physical model that is a perfect reproduction of a real human organ.
Patrimonio culturale e tecnologia: un incontro ancora da valorizzare
2020
Today, many factors are driving cultural institutions to adopt digitization strategies. For some of them, as organizations in charge of monument care, historical or archaeological museums and heritage parks, this might be critical. Indeed, making available off-site experiences of heritage places, for instance by augmented reality and/or video games, fuels polyvalent and potentially contradictory dynamics. They lay at the intersection of three main dimensions: understanding how cultural heritage and technology interact; which attitudes people in charge of cultural heritage bear, and how tourist destinations are built and promoted. The paper combines information about the evolution of the lit…
Factors affecting peak impact force during soccer headers and implications for the mitigation of head injuries
2020
It has been documented that up to 22% of all soccer injuries are concussions. This is in part due to players purposely using their head to direct the ball during play. To provide a more complete understanding of head trauma in soccer athletes, this study characterized the effects of four soccer ball characteristics (size, inflation pressure, mass, velocity) on the resulting peak impact force as it relates to the potential for incurring neurophysiological changes. A total of six hundred trials were performed on size 4 and 5 soccer balls as well as a novel lightweight soccer ball. Impact force was measured with a force plate and ball velocity was determined using motion capture. These data we…
Knowledge, attitudes, and practices about homelessness and willingness-to-pay for housing-first across 8 European countries: a survey protocol
2018
Contains fulltext : 200223.pdf (Publisher’s version ) (Open Access) Background: Most European countries report rising numbers of people experiencing homelessness. For those with mental disorders, interventions are centered on achieving mental health and drug rehabilitation alongside housing readiness, often to the detriment of access to housing. Notwithstanding, more European countries are investing in a new model, Housing First (HF), which postulates immediate access to permanent housing with no initial requirements for treatment. While results of the European HF programs are published on individual-level data, little is known about the opinions of the general population about homelessness…
Choosing Optimal Seed Nodes in Competitive Contagion.
2019
International audience; In recent years there has been a growing interest in simulating competitive markets to find out the efficient ways to advertise a product or spread an ideology. Along this line, we consider a binary competitive contagion process where two infections, A and B, interact with each other and diffuse simultaneously in a network. We investigate which is the best centrality measure to find out the seed nodes a company should adopt in the presence of rivals so that it can maximize its influence. These nodes can be used as the initial spreaders or advertisers by firms when two firms compete with each other. Each node is assigned a price tag to become an initial advertiser whi…