3,291 research outputs found

    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

    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

    An Improvement of the Piggyback Algorithm for Parallel Model Checking

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    This paper extends the piggyback algorithm to enlarge the set of liveness properties it can verify. Its extension is motivated by an attempt to express in logic the counterexamples it can detect and relate them to bounded liveness. The original algorithm is based on parallel breadth-first search and piggybacking of accepting states that are deleted after counting a fixed number of transitions. The main improvement is obtained by renewing the counter of transitions when the same accepting states are visited in the negated property automaton. In addition, we describe piggybacking of multiple states in either sets (exact) or Bloom filters (lossy but conservative), and use of local searches that attempt to connect cycles fragmented among processing cores. Finally it is proved that accepting cycle detection is in NC in the size of the product automaton's entire state space, including unreachable states

    Technology in the Classroom an Educator’s Guide to Technology & Learning

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    The need for an educational technology manual was researched. Based on research a resource handbook for understanding and using technology in the classroom was in demand. In order to meet the demand for a technology training guide for teachers, a detailed handbook was created. The handbook includes information on the following aspects of educational technology; desktop computers, laptop computers, miniature computing, visual technologies, educational software, accessibility software, the Internet, video technology, and WebQuests. The handbook is intended to be used as a technology resource for teachers K-12 in any State/Country

    Spartan Daily, November 10, 1997

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    Volume 109, Issue 51https://scholarworks.sjsu.edu/spartandaily/9198/thumbnail.jp

    Teaching and Technology Techniques for Teachers In Online Learning Environments

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    When developing and delivering instruction, whether online or not, the use of technology is secondary to well-designed learning goals and objectives. What distinguishes online instruction and technology in the classroom from entertainment or recreation is the conceptual development of teaching techniques based on solid learning theories. This paper proposes a conceptual framework for implementing teaching and technology techniques for online learning environments

    Review of Technology for Literacy Teaching and Learning

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    Performance and enhancement for HD videoconference environment

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    In this work proposed here is framed in the project of research V3 (Video, Videoconference, and Visualization) of the Foundation i2CAT, that has for final goal to design and development of a platform of video, videoconference and independent visualization of resolution in high and super though inside new generation IP networks. i2CAT Foundation uses free software for achieving its goals. UltraGrid for the transmission of HD video is used and SAGE is used for distributed visualization among multiple monitors. The equipment used for management (capturing, sending, visualization, etc) of the high definition stream of work environment it has to be optimized so that all the disposable resources can be used, in order to improve the quality and stability of the platform. We are speaking about the treatment of datum flows of more of 1 Gbps with raw formats, so that the optimization of the use of the disposable resources of a system is given back a need. In this project it is evaluated the requirements for the high definition streams without compressing and a study of the current platform is carried out, in order to extract the functional requirements that an optimum system has to have to work in the best conditions. From this extracted information, a series of systems tests are carried out in order to improve the performance, from level of network until level of application. Different distributions of the Linux operating system have been proved in order to evaluate their performance. These are Debian 4 and openSUSE 10.3. The creation of a system from sources of software has also been proved in order to optimize its code in the compilation. It has been carried out with the help of Linux From Scratch project. It has also been tried to use systems Real Time (RT) with the distributions used. It offers more stability in the stream frame rate. Once operating systems has been test, it has proved different compilers in order to evaluate their efficiency. The GCC and the Intel C++ Compilers have proved, this second with more satisfactory results. Finally a Live CD has been carried out in order to include all the possible improvements in a system of easy distribution

    Collaborative trails in e-learning environments

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    This deliverable focuses on collaboration within groups of learners, and hence collaborative trails. We begin by reviewing the theoretical background to collaborative learning and looking at the kinds of support that computers can give to groups of learners working collaboratively, and then look more deeply at some of the issues in designing environments to support collaborative learning trails and at tools and techniques, including collaborative filtering, that can be used for analysing collaborative trails. We then review the state-of-the-art in supporting collaborative learning in three different areas – experimental academic systems, systems using mobile technology (which are also generally academic), and commercially available systems. The final part of the deliverable presents three scenarios that show where technology that supports groups working collaboratively and producing collaborative trails may be heading in the near future
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