8,078 research outputs found

    Critters in the Classroom: A 3D Computer-Game-Like Tool for Teaching Programming to Computer Animation Students

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    The brewing crisis threatening computer science education is a well documented fact. To counter this and to increase enrolment and retention in computer science related degrees, it has been suggested to make programming "more fun" and to offer "multidisciplinary and cross-disciplinary programs" [Carter 2006]. The Computer Visualisation and Animation undergraduate degree at the National Centre for Computer Animation (Bournemouth University) is such a programme. Computer programming forms an integral part of the curriculum of this technical arts degree, and as educators we constantly face the challenge of having to encourage our students to engage with the subject. We intend to address this with our C-Sheep system, a reimagination of the "Karel the Robot" teaching tool [Pattis 1981], using modern 3D computer game graphics that today's students are familiar with. This provides a game-like setting for writing computer programs, using a task-specific set of instructions which allow users to take control of virtual entities acting within a micro world, effectively providing a graphical representation of the algorithms used. Whereas two decades ago, students would be intrigued by a 2D top-down representation of the micro world, the lack of the visual gimmickry found in modern computer games for representing the virtual world now makes it extremely difficult to maintain the interest of students from today's "Plug&Play generation". It is therefore especially important to aim for a 3D game-like representation which is "attractive and highly motivating to today's generation of media-conscious students" [Moskal et al. 2004]. Our system uses a modern, platform independent games engine, capable of presenting a visually rich virtual environment using a state of the art rendering engine of a type usually found in entertainment systems. Our aim is to entice students to spend more time programming, by providing them with an enjoyable experience. This paper provides a discussion of the 3D computer game technology employed in our system and presents examples of how this can be exploited to provide engaging exercises to create a rewarding learning experience for our students

    Engineering Advanced Training Environment for Crisis Management: The Pandora Project

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    The paper describes the technical framework of a near real-life training environment for learning activities suitable for training in crisis scenarios. The underlying architecture features a design that makes provision for a learning environment capable of training collaborative, as well as independent, decision making skills among crisis managers in potential crisis situations. Modelling the training scenarios takes into consideration both the pragmatic nature of responding to crisis, as well as the human behavioural factors involved in dealing with situations of chaos and uncertainty. This work is part of ongoing research on the Pandora1 project, which aims to provide a near-real training environment at affordable cost

    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

    Building Robust E-learning Software Systems Using Web Technologies

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    Building a robust e-learning software platform represents a major challenge for both the project manager and the development team. Since functionalities of these software systems improves and grows by the day, several aspects must be taken into consideration – e.g. workflows, use-casesor alternative scenarios – in order to create a well standardized and fully functional integrated learning management system. The paper will focus on a model of implementation for an e-learning software system, analyzing its features, its functional mechanisms as well as exemplifying an implementation algorithm. A list of some of the mostly used web technologies (both server-side and client-side) will be analyzed and a discussion over major security leaks of web applicationswill also be put in discussion.E-learning, E-testing, Web Technology, Software System, Web Platform

    Revista Economica

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    Education Unleashed: Participatory Culture, Education, and Innovation in Second Life

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual worlds share common technologies and audiences with games, they possess many unique characteristics. Particularly when compared to massively multiplayer online role-playing games, virtual worlds create very different learning and teaching opportunities through markets, creation, and connections to the real world, and lack of overt game goals. This chapter aims to expose a wide audience to the breadth and depth of learning occurring within Second Life (SL). From in-world classes in the scripting language to mixed-reality conferences about the future of broadcasting, a tremendous variety of both amateurs and experts are leveraging SL as a platform for education. In one sense, this isn't new since every technology is co-opted by communities for communication, but SL is different because every aspect of it was designed to encourage this co-opting, this remixing of the virtual and the real

    Resilient and Trustworthy Dynamic Data-driven Application Systems (DDDAS) Services for Crisis Management Environments

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    Future crisis management systems needresilient and trustworthy infrastructures to quickly develop reliable applications and processes, andensure end-to-end security, trust, and privacy. Due to the multiplicity and diversity of involved actors, volumes of data, and heterogeneity of shared information;crisis management systems tend to be highly vulnerable and subjectto unforeseen incidents. As a result, the dependability of crisis management systems can be at risk. This paper presents a cloud-based resilient and trustworthy infrastructure (known as rDaaS) to quickly develop secure crisis management systems. The rDaaS integrates the Dynamic Data-Driven Application Systems (DDDAS) paradigm into a service-oriented architecture over cloud technology and provides a set of resilient DDDAS-As-A Service (rDaaS) components to build secure and trusted adaptable crisis processes. The rDaaS also ensures resilience and security by obfuscating the execution environment and applying Behavior Software Encryption and Moving Technique Defense. A simulation environment for a nuclear plant crisis management case study is illustrated to build resilient and trusted crisis response processes

    DESIGNING A TOOLSET FOR THE PRIME VIRTUAL BUSINESS ENVIRONMENT

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    The PRIME (Providing Real Integration in Multi-disciplinary Environments) project1 aims in modeling, creating and evaluation of a Virtual Business Environment (VBE) for learning the entire life cycle of products and processes for all involved stakeholders and for gaining practical experience in strategic manufacturing through serious gaming. The paper presents the overall architecture of the PRIME system. Further it discusses in more detail the design of the game toolset, which provides the user interface to system models such us: the life cycle of products and processes and all involved stakeholders. By providing various tools for management of business process semantics and dynamics, the toolset facilitates defining different end user scenarios upon scenarios templates within the VBE

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Reviews

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    Brian Clegg, Mining The Internet — Information Gathering and Research on the Net, Kogan Page: London, 1999. ISBN: 0–7494–3025–7. Paperback, 147 pages, £9.99
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