1,328 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
Recent research in the African Great Lakes: fisheries, biodiversity and cichlid evolution
The East African Great Lakes are now well known for (1) their fisheries, of vital importance for their rapidly rising riparian human populations, and (2) as biodiversity hotspots with spectacular endemic faunas, of which the flocks of cichlid fishes unique to each of the three largest lakes, Tanganyika, Malawi and Victoria, offer unique opportunities to investigate how new species evolve and coexist. Since the early 1990s research involving over a hundred scientists, financed by many international bodies, has produced numerous reports and publications in widely scattered journals. This article summarizes their main discoveries and examines the status of, and prospects for, the fisheries, as well as current ideas on how their rich endemic fish faunas have evolved. It first considers fisheries projects in each of the three lakes: the deep rift valley lakes Tanganyika and Malawi and the huge Victoria, all of which share their waters between several East African countries. Secondly it considers the biodiversity surveys of each lake, based on underwater (SCUBA) observations of fish ecology and behaviour which have revealed threats to their fish faunas, and considers what conservation measures are needed. Thirdly, using the lakes as laboratories, what have the international investigations (including DNA techniques and follow-up aquarium experiments) now revealed about the origins and relationships of their cichlid species flocks and mechanisms of evolution
Open software to innovation: the critical success factors of massively multiplayer online role playing games (MMORPG) in China and Ireland.
This project investigates the factors leading to the success of China’s Massively Multiplayer Online Role Playing Games (MMORPG) market and gives an analysis of how Open source has contributed to these success factors. It then will look at how the use of open source is mirrored in Ireland’s market for example, the software sector to see if the same factors are apparent or there are indicators of these. Knowledge Management plays a very important role for fasten the innovation of Open source software development in China
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How to design for persistence and retention in MOOCs?
Design of educational interventions is typically carried out following a design cycle involving phases of investigation, conceptualization, prototyping, implementation, execution and evaluation. This cycle can be applied at different levels of granularity e.g. learning activity, module, course or programme.
In this paper we consider an aspect of learner behavior that can be critical to the success of many MOOCs i.e. their persistence to study, and the related theme of learner retention. We reflect on the impact that consideration of these can have on design decisions at different stages in the design cycle with the aim of en-hancing MOOC design in relation to learner persistence and retention, with particular attention to the European context
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