8,557 research outputs found
GEMINI: A Generic Multi-Modal Natural Interface Framework for Videogames
In recent years videogame companies have recognized the role of player
engagement as a major factor in user experience and enjoyment. This encouraged
a greater investment in new types of game controllers such as the WiiMote, Rock
Band instruments and the Kinect. However, the native software of these
controllers was not originally designed to be used in other game applications.
This work addresses this issue by building a middleware framework, which maps
body poses or voice commands to actions in any game. This not only warrants a
more natural and customized user-experience but it also defines an
interoperable virtual controller. In this version of the framework, body poses
and voice commands are respectively recognized through the Kinect's built-in
cameras and microphones. The acquired data is then translated into the native
interaction scheme in real time using a lightweight method based on spatial
restrictions. The system is also prepared to use Nintendo's Wiimote as an
auxiliary and unobtrusive gamepad for physically or verbally impractical
commands. System validation was performed by analyzing the performance of
certain tasks and examining user reports. Both confirmed this approach as a
practical and alluring alternative to the game's native interaction scheme. In
sum, this framework provides a game-controlling tool that is totally
customizable and very flexible, thus expanding the market of game consumers.Comment: WorldCIST'13 Internacional Conferenc
Developing serious games for cultural heritage: a state-of-the-art review
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
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
Tangible user interfaces : past, present and future directions
In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
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Location-based and contextual mobile learning. A STELLAR Small-Scale Study
This study starts from several inputs that the partners have collected from previous and current running research projects and a workshop organised at the STELLAR Alpine Rendevous 2010. In the study, several steps have been taken, firstly a literature review and analysis of existing systems; secondly, mobile learning experts have been involved in a concept mapping study to identify the main challenges that can be solved via mobile learning; and thirdly, an identification of educational patterns based on these examples has been done.
Out of this study the partners aim to develop an educational framework for contextual learning as a unifying approach in the field. Therefore one of our central research questions is: how can we investigate, theorise, model and support contextual learning
Visualization and interaction in a simulation system for flood emergencies
Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para obtenção do grau de Mestre em Engenharia InformáticaThis thesis presents an interaction and visualization system for a river flood emergency simulation. It will also present a detailed study about forms of visual representation of critical elements in emergencies. All these elements are currently assembled in an application based
on geographic information systems and agent simulation. Many of the goals in this thesis are interconnected with project Life-Saver. This project has the goal to develop an emergency response simulator, which needs a visualization and interaction system.
The main goals of this thesis are, to create a visualization system for an emergency, to
design an intuitive multimedia interface and to implement new forms of human-computer
interaction.
At the application level there is a representation of the simulation scenario with the multiple agent and their actions. Several studies were made to create an intuitive interface.
New forms of multimedia interaction are studied and used such as interactive touch sensible boards and multi-touch panels. It is possible to load and retrieve geographic information on the scenario. The resulting architecture is used to visualize a simulation of an emergency flooding situation in a scenario where the Alqueva dam in Guadiana river fails
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