1,478 research outputs found

    Inter-Rater Reliability and Criterion Validity of Scatter Diagrams as an Input Method for Marksmanship Analysis: Computerised Notational Analysis for Archery

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    Basic notational systems exist in many sports but may not always be formally named as such. This paper outlines the validity and reliability of using a computerised scatter diagram as an input method for the analysis of marksmanship in target sports with Archery used as an example sport. Software was created to represent a standard FITA 122cm target face. An Archer shot 72 arrows, these were measured to create coordinates of each arrow. Twelve images (6 arrows per image) were shown to 10 operators. Operators input each arrow position into the software to produce a coordinate for each arrow. The coordinates where additionally processed using marksmanship statistics, Accuracy Constant Error (ACE), Accuracy Variable Error (AVE) and Precision (Mean Radius-MR). ICC was used to test validity and PPMC to test inter-rater reliability of the raw data and error analysis on the processed data. Raw results showed strong positive correlations for validity against the measured coordinates (>.977) and high levels of inter-rater reliability(>.969). Processed results show less than 2% error to that of measured results. Systems such as this allow coach/athlete/researcher to track varying equipment setups, changes to biomechanics, physiology and psychology, allowing for continued development of athlete, sport and equipment

    Demystifying the educational benefits of different gaming genres

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    As research continues into the use of computer games for educational purposes, educators still appear reluctant to incorporate them into their teaching. One contributing factor to this reluctance is the lack of information regarding the benefits offered by the different games available today. These differences appear to have been largely overlooked by the academic community, resulting in a lack of information being made available to both the academic and education communities alike. Without this information, educators will find it difficult to determine whether a game will suit their teaching needs, and will continue to avoid using them. This paper studies a selection of games from several different genres, assessing each one in its ability to fulfil a set of previously identified requirements for a good educational resource. The results of the investigation showed that there were indeed strong differences between the genres, allowing for some suggestions to be made regarding their use in education, as well as leaving room for some interesting future work

    Demystifying the Educational Benefits of Different Gaming Genres

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    As research continues into the use of computer games for educational purposes, educators still appear reluctant to incorporate them into their teaching. One contributing factor to this reluctance is the lack of information regarding the benefits offered by the different games available today. These differences appear to have been largely overlooked by the academic community, resulting in a lack of information being made available to both the academic and education communities alike. Without this information, educators will find it difficult to determine whether a game will suit their teaching needs, and will continue to avoid using them. This paper studies a selection of games from several different genres, assessing each one in its ability to fulfil a set of previously identified requirements for a good educational resource. The results of the investigation showed that there were indeed strong differences between the genres, allowing for some suggestions to be made regarding their use in education, as well as leaving room for some interesting future work

    Turning Shortcomings into Challenges: Brain-Computer Interfaces for Games.

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    History of the Institut de Robòtica i Informàtica Industrial

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    The Institut de Robòtica i Informàtica Industrial is a Joint University Research Institute participated by the Spanish National Research Council and the Universitat Politècnica de Catalunya. Founded in 1995, its scientists have addressed over the years many research topics spanning from robot kinematics, to computer graphics, automatic control, energy systems, and human-robot interaction, among others. This book, prepared for its 25th anniversary, covers its evolution over the years, and serves as a mean of appreciation to the many students, administrative personnel, research engineers, or scientists that have formed part of it.Postprint (published version

    Augmented visual, auditory, haptic, and multimodal feedback in motor learning: A review

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    It is generally accepted that augmented feedback, provided by a human expert or a technical display, effectively enhances motor learning. However, discussion of the way to most effectively provide augmented feedback has been controversial. Related studies have focused primarily on simple or artificial tasks enhanced by visual feedback. Recently, technical advances have made it possible also to investigate more complex, realistic motor tasks and to implement not only visual, but also auditory, haptic, or multimodal augmented feedback. The aim of this review is to address the potential of augmented unimodal and multimodal feedback in the framework of motor learning theories. The review addresses the reasons for the different impacts of feedback strategies within or between the visual, auditory, and haptic modalities and the challenges that need to be overcome to provide appropriate feedback in these modalities, either in isolation or in combination. Accordingly, the design criteria for successful visual, auditory, haptic, and multimodal feedback are elaborate

    Academic methods for usability evaluation of serious games: a systematic review

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    In the last years, there has been an increasing interest in the design of video games as a tool for education, training, health promotion, socialization, etc. Usability, which is a key factor in any video game, becomes even more important in these so-called Bserious games^, where the users’ special characteristics should be considered, and the game efficacy depends on the users’ adherence and engagement. However, evaluation of the usability of this kind of games requires a redefinition of techniques, methods and even terminology. In this paper, we elicit six research questions and conduct a systematic review of the scientific literature, which resulted in the selection of 187 papers that contained the most relevant responses. The conclusions of this systematic review illustrate the general status of current academic usability evaluations of these games and the main trends in the selection of methodologies and how are they applied. This view may be a very valuable foundation for future researchMinisterio de Ciencia e Innovación PROCUR@-IPT-2011-1038-90000
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