37,590 research outputs found

    CGAMES'2009

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    Understanding Public Evaluation: Quantifying Experimenter Intervention

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    Public evaluations are popular because some research questions can only be answered by turning “to the wild.” Different approaches place experimenters in different roles during deployment, which has implications for the kinds of data that can be collected and the potential bias introduced by the experimenter. This paper expands our understanding of how experimenter roles impact public evaluations and provides an empirical basis to consider different evaluation approaches. We completed an evaluation of a playful gesture-controlled display – not to understand interaction at the display but to compare different evaluation approaches. The conditions placed the experimenter in three roles, steward observer, overt observer, and covert observer, to measure the effect of experimenter presence and analyse the strengths and weaknesses of each approach

    A review of the evidence on the use of ICT in the Early Years Foundation Stage

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    This report reviewed existing evidence on the potential of technology to support the development of educational policy and practice in the context of the Early Years Foundation Stage. Reference is made to the use of ICT by young children from aged birth to five years and its potential impacts, positive and negative on their cognitive, social, emotional educational, visual and physical development

    Emerging technologies for learning report (volume 3)

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    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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