89,490 research outputs found

    Integrating Revised Bloom Taxonomy in Multimedia and HCI with a Case Study of Food Dishes

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    Teaching multimedia and human computer interaction is an interesting task to the students in sultanate of Oman who are having innovative skills in multimedia design using tools. Designing a multimedia project with all advanced graphics techniques is a highly complex and complicated procedure in class room. Teaching activities are aligned to the improved bloom taxonomy to achieve self learning and critical thinking in students. The practice has been developed through practical implementations and considered as Project Based Learning (PBL). Students have developed the project starting from scratch, proceeding to the design and then implementation. A gradual approach allows students to recognize by the design the different concepts of graphics and human computer interaction(HCI) techniques that were introduced during the lectures. All the practical and tutorials are based on the instinctive realization of graphics techniques and then integrating to make the final project. The results were high positive and each student have made their own creativity. The levels of project has been covered all phases of improved bloom taxonomy in order to attain quality teaching and learning. An outline for multimedia and human interaction course and integration of revised bloom taxonomy is presented in this paper

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    CGAMES'2009

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    Fourteenth Biennial Status Report: März 2017 - February 2019

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    On the Provision of a Comprehensive Computer Graphics Education in the Context of Computer Games

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    Position paper for the ACM SIGGRAPH/Eurographics Computer Graphics Education Workshop 200

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    Technology‐based Learning Environments: Psychological and Educational Foundations edited by S. Vosniadou, E. De Corte and H. Mandl, volume 137 in NATO ASI Series F (Computer and Systems Sciences), Berlin, Springer‐Verlag, ISBN: 0–387–58253–3, 1994
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