8,006 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 productâs 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
Impact of classroom design on interactive whiteboard use in a special needs classroom
The physical environment of a classroomâhow space is organized and controlledâimpacts the use of technology within that setting. This paper presents the initial rationale for choosing an interactive whiteboard (IWB) as the platform for software designed to encourage play in primary students with Autism Spectrum Disorders. An observational study of normal classroom practice and of an installed version of the software uncovered factors in the physical installation of the IWB and its pedagogical use that negatively affect its potential use
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