21,623 research outputs found

    Location-based technologies for learning

    Get PDF
    Emerging technologies for learning report - Article exploring location based technologies and their potential for educatio

    'Ephemerality’ in game development: opportunitiees and challenges

    Get PDF
    Ephemeral Computation (Eph-C) is a newly created computation paradigm, the purpose of which is to take advantage of the ephemeral nature (limited lifetime) of computational resources. First we speak of this new paradigm in general terms, then more specifically in terms of videogame development. We present possible applications and benefits for the main research fields associated with videogame development. This is a preliminary work which aims to investigate the possibilities of applying ephemeral computation to the products of the videogame industry. Therefore, as a preliminary work, it attempts to serve as the inspiration for other researchers or videogame developers.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    The multimedia challenges raised by pervasive games

    Get PDF
    Pervasive gaming is a new form of multimedia entertainment that extends the traditional computer gaming experience out into the real world. Through a combination of personal devices, positioning systems and other multimedia sensors, combined with wireless networking, a pervasive game can respond to a player’s movements and context and enable them to communicate with a game server and other players. We review recent examples of pervasive games in order to explain their distinctive characteristics as multimedia applications. We then consider the challenge of scaling pervasive games to include potentially very large numbers of players. We propose a new approach based upon a campaign model in which individuals, local groups and experts draw on a combination of pervasive games, online services and broadcasting to take part in national or even global events. We discuss the challenges that this raises for further researc

    Incentive Mechanisms for Participatory Sensing: Survey and Research Challenges

    Full text link
    Participatory sensing is a powerful paradigm which takes advantage of smartphones to collect and analyze data beyond the scale of what was previously possible. Given that participatory sensing systems rely completely on the users' willingness to submit up-to-date and accurate information, it is paramount to effectively incentivize users' active and reliable participation. In this paper, we survey existing literature on incentive mechanisms for participatory sensing systems. In particular, we present a taxonomy of existing incentive mechanisms for participatory sensing systems, which are subsequently discussed in depth by comparing and contrasting different approaches. Finally, we discuss an agenda of open research challenges in incentivizing users in participatory sensing.Comment: Updated version, 4/25/201

    Markov Decision Processes with Applications in Wireless Sensor Networks: A Survey

    Full text link
    Wireless sensor networks (WSNs) consist of autonomous and resource-limited devices. The devices cooperate to monitor one or more physical phenomena within an area of interest. WSNs operate as stochastic systems because of randomness in the monitored environments. For long service time and low maintenance cost, WSNs require adaptive and robust methods to address data exchange, topology formulation, resource and power optimization, sensing coverage and object detection, and security challenges. In these problems, sensor nodes are to make optimized decisions from a set of accessible strategies to achieve design goals. This survey reviews numerous applications of the Markov decision process (MDP) framework, a powerful decision-making tool to develop adaptive algorithms and protocols for WSNs. Furthermore, various solution methods are discussed and compared to serve as a guide for using MDPs in WSNs

    Fall Prediction and Prevention Systems: Recent Trends, Challenges, and Future Research Directions.

    Get PDF
    Fall prediction is a multifaceted problem that involves complex interactions between physiological, behavioral, and environmental factors. Existing fall detection and prediction systems mainly focus on physiological factors such as gait, vision, and cognition, and do not address the multifactorial nature of falls. In addition, these systems lack efficient user interfaces and feedback for preventing future falls. Recent advances in internet of things (IoT) and mobile technologies offer ample opportunities for integrating contextual information about patient behavior and environment along with physiological health data for predicting falls. This article reviews the state-of-the-art in fall detection and prediction systems. It also describes the challenges, limitations, and future directions in the design and implementation of effective fall prediction and prevention systems

    Beyond cute: exploring user types and design opportunities of virtual reality pet games

    Get PDF
    Virtual pet games, such as handheld games like Tamagotchi or video games like Petz, provide players with artificial pet companions or entertaining pet-raising simulations. Prior research has found that virtual pets have the potential to promote learning, collaboration, and empathy among users. While virtual reality (VR) has become an increasingly popular game medium, litle is known about users' expectations regarding game avatars, gameplay, and environments for VR-enabled pet games. We surveyed 780 respondents in an online survey and interviewed 30 participants to understand users' motivation, preferences, and game behavior in pet games played on various medium, and their expectations for VR pet games. Based on our findings, we generated three user types that reflect users' preferences and gameplay styles in VR pet games. We use these types to highlight key design opportunities and recommendations for VR pet games

    Pervasive Games in a Mote-Enabled Virtual World Using Tuple Space Middleware

    Get PDF
    Pervasive games are a new and exciting field where the user experience benefits from the blending of real and virtual elements. Players are no longer confined to computer screens. Rather, interactions with devices embedded within the real world and physical movements become an integral part of the gaming experience. Several prototypes of pervasive games have been proposed by both industry and academia. However, in such games the issues arising from the integration of players and real world, the management of the context surrounding the players, and the need for communication and distributed coordination are often addressed in an ad-hoc fashion. Therefore, the underlying software fabric is often not reusable, ultimately slowing down the diffusion of pervasive games. In this paper we describe the design and implementation of a pervasive game on top of TinyLIME, a middleware system supporting data sharing among mobile and embedded devices. By illustrating the design of a pervasive game we developed, we argue concretely that the programming abstractions supported by TinyLIME greatly simplify the data and context management characteristics of pervasive games, and provide an effective and reusable building block for their development. TinyLIME was originally designed to support applications where mobile users collect data from sensors scattered in the physical environment. We build upon this capability to put forth a second contribution, namely, the use of wireless sensor devices (or motes) as a computing platform for pervasive games. Besides reporting physical data for the sake of the game, we use motes to store information relevant to the game plot, e.g., virtual objects. Motes are typically very small in size, and therefore can be hidden in the environment, enhancing the sense of immersion in a virtual world. To the best of our knowledge, this original use of wireless sensor devices is novel in the scientific and gaming literature. Furthermore, it is naturally supported by TinyLIME, yielding a unified programming abstraction that spans the heterogeneous gaming platform we propose
    • …
    corecore