186,602 research outputs found
Virtual Reality Games for Motor Rehabilitation
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
Agents for educational games and simulations
This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications
Concurrent Bursty Behavior of Social Sensors in Sporting Events
The advent of social media expands our ability to transmit information and
connect with others instantly, which enables us to behave as "social sensors."
Here, we studied concurrent bursty behavior of Twitter users during major
sporting events to determine their function as social sensors. We show that the
degree of concurrent bursts in tweets (posts) and retweets (re-posts) works as
a strong indicator of winning or losing a game. More specifically, our simple
tweet analysis of Japanese professional baseball games in 2013 revealed that
social sensors can immediately react to positive and negative events through
bursts of tweets, but that positive events are more likely to induce a
subsequent burst of retweets. We also show that these findings hold true across
cultures by analyzing tweets related to Major League Baseball games in 2015.
Furthermore, we demonstrate active interactions among social sensors by
constructing retweet networks during a baseball game. The resulting networks
commonly exhibited user clusters depending on the baseball team, with a
scale-free connectedness that is indicative of a substantial difference in user
popularity as an information source. While previous studies have mainly focused
on bursts of tweets as a simple indicator of a real-world event, the temporal
correlation between tweets and retweets implies unique aspects of social
sensors, offering new insights into human behavior in a highly connected world.Comment: 17 pages, 8 figure
Promoting New Patterns in Household Energy Consumption with Pervasive Learning Games
Engaging computer games can be used to change energy consumption patterns in the home. PowerAgent is a pervasive game for Java-enabled mobile phones that is designed to influence everyday activities and use of electricity in
the domestic setting. PowerAgent is connected to the household’s automatic electricity meter reading equipment via the cell network, and this setup makes it
possible to use actual consumption data in the game. In this paper, we present a two-level model for cognitive and behavior learning, and we discuss the properties of PowerAgent in relation to the underlying situated learning, social learning, and persuasive technology components that we have included in the game
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