104 research outputs found
Modelling childrenâs entertainment in the playware playground
This paper introduces quantitative measurements/metrics of qualitative entertainment features within interactive playgrounds inspired by computer games and proposes artificial intelligence (AI) techniques for optimizing entertainment in such interactive systems. For this purpose the innovative Playware playground is presented and a quantitative approach to entertainment modeling based on psychological studies in the field of computer games is introduced. Evolving artificial neural networks (ANNs) are used to model player satisfaction (interest) in real-time and investigate quantitatively how the qualitative factors of challenge and curiosity contribute to human entertainment according to player reaction time with the game. The limitations of the methodology and the extensibility of the proposed approach to other genres of digital entertainment are discussedpeer-reviewe
An adaptive architecture for presenting interactive media onto distributed interfaces
This paper introduces an adaptive architecture for presenting interactive timed media onto distributed networked devices. The architecture is put into the test in a storytelling application for children. The interactive story is documented in StoryML, an XML-based language, and presented to multiple interface devices organized in an agent-based architecture. This allows the separation of the content from concrete physical devices, the definition of abstract media objects and the automatic adaptation of the same content to different environments of physical devices. Since both the content and the interaction are timed, issues of streaming and synchronization in this architecture are also addressed.</p
Comparative fun analysis in the innovative playware game platform
This paper presents comparative fun experiments in the
innovative playground âPlaywareâ which is a
combination of physical and virtual com ponents for
activating physical and social childrenâs play. For this
purpose, a quantitative approach to entertainment
modeling based on psychological studies in the field of
computer games is introduced. The paper investigates
quantitatively how the qualitative factors of challenge,
curiosity and fantasy contribute to childrenâs
entertainment when playing Playware games. Statistical
analysis of childrenâs self-reports shows that objectively
childrenâs notion of entertainment correlates highly with
the fantasy factor whereas desired levels of challenge
and curiosity depend on the individual childâs
requirements.peer-reviewe
Interactive technologies for preschool game-based instruction: Experiences and future challenges
This is the authorâs version of a work that was accepted for publication in Entertainment Computing. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in Entertainment Computing, vol. 17 (2016). DOI 10.1016/j.entcom.2016.07.001.[EN] According to current kindergarten curricula, game play is an important basis for children development
and it is the main driving force when designing educational activities during early childhood. This paper
presents a review of the current state of the art of game technologies that support pre-kindergarten and
kindergarten children development. Moreover, the most emergent technologies for developing educational
games for preschool children are identified and a set of future challenges are discussed. The main
goal of this work is to review the state of the art in interactive technologies which will help educators,
game designers and Human-Computer Interaction (HCI) experts in the area of game-based kindergarten
instruction.
2016 Elsevier B.V. All rights reserved.This work received financial support from Spanish Ministry of Economy and Competitiveness and funded by the European Development Regional Fund (EDRF-FEDER) with the project TIN2014-60077-R (SUPEREMOS). This work is also supported by a predoctoral fellowship within the FPU program from the Spanish Ministry of Education, Culture and Sports to V. Nacher (FPU14/00136) and from GVA (ACIF/2014/214) to F. Garcia-Sanjuan.NĂĄcher-Soler, VE.; GarcĂa Sanjuan, F.; JaĂ©n MartĂnez, FJ. (2016). Interactive technologies for preschool game-based instruction: Experiences and future challenges. Entertainment Computing. 17:19-29. https://doi.org/10.1016/j.entcom.2016.07.001S19291
Interactive spaces for children: gesture elicitation for controlling ground mini-robots
[EN] Interactive spaces for education are emerging as a mechanism for fostering children's natural ways of learning by means of play and exploration in physical spaces. The advanced interactive modalities and devices for such environments need to be both motivating and intuitive for children. Among the wide variety of interactive mechanisms, robots have been a popular research topic in the context of educational tools due to their attractiveness for children. However, few studies have focused on how children would naturally interact and explore interactive environments with robots. While there is abundant research on full-body interaction and intuitive manipulation of robots by adults, no similar research has been done with children. This paper therefore describes a gesture elicitation study that identified the preferred gestures and body language communication used by children to control ground robots. The results of the elicitation study were used to define a gestural language that covers the different preferences of the gestures by age group and gender, with a good acceptance rate in the 6-12 age range. The study also revealed interactive spaces with robots using body gestures as motivating and promising scenarios for collaborative or remote learning activities.This work is funded by the European Development Regional Fund (EDRF-FEDER) and supported by the Spanish MINECO (TIN2014-60077-R). The work of Patricia Pons is supported by a national grant from the Spanish MECD (FPU13/03831). Special thanks are due to the children and teachers of the Col-legi Public Vicente Gaos for their valuable collaboration and dedication.Pons TomĂĄs, P.; JaĂ©n MartĂnez, FJ. (2020). Interactive spaces for children: gesture elicitation for controlling ground mini-robots. 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Recognition of human interactions using limb-level feature points
Human activity recognition is an emerging area of research in computer vision with applications in video surveillance, human-computer interaction, robotics, and video annotation. Despite a number of recent advances, there are still many opportunities for new developments, especially in the area of person-person and person-object interaction. Many proposed algorithms focus on recognizing solely single person, person-person or person-object activities. An algorithm which can recognize all three types would be a significant step toward the real-world application of this technology. This thesis investigates the design and implementation of such an algorithm. It utilizes background subtraction to extract the subjects in the scene, and pixel clustering to segment their image into body parts. A location-based feature identification algorithm extracts feature points from these segments and feeds them to a classifier which identifies videos as activities. Together these techniques comprise an algorithm that can recognize single person, person-person and person-object interactions. This algorithm\u27s performance was evaluated based on interactions in a new video dataset, demonstrating the effectiveness of using limb-level feature points as a method of identifying human interactions
Lexical semantics and auditory presentation in virtual storytelling
Presented at the 11th International Conference on Auditory Display (ICAD2005)Audio presentation is an important modality in virtual storytelling. In this paper we present our work on audio presentation in our intelligent multimodal storytelling system, CONFUCIUS, which automatically generates 3D animation speech, and non-speech audio from natural language sentences. We provide an overview of the system and describe speech and non-speech audio in virtual storytelling by using linguistic approaches. We discuss several issues in auditory display, such as its relation to verb and adjective ontology, concepts and modalities, and media allocation. Finally we conclude that introducing linguistic knowledge provides more intelligent virtual storytelling, especially in audio presentation
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