7 research outputs found

    Towards a System of Guidance, Assistance and Learning Analytics Based on Multi Agent System Applied on Serious Games

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    With the revolution that the education field has known concerning the methods of learning and especially the integration of new technology, several new tools have appeared to replace the tools already existing, and among them there are serious games, serious games as new tool dedicated to education have occupied an important place, and replaced other tools often used in the learning process. But in the order that serious games reach the intended objectives and help instructors to achieve their perspectives considered, they must be equipped with a guidance and assistance system that will assist the learners during the progression in the sequence of the video game, and in addition, they must be equipped with a system of learning analytics that will help instructors to improve the learning process and teaching methods according to the learning outcomes and feedbacks of their learners. In this perspective of research and development we will establish in this paper a new system of assistance, guidance and learning analytics based on a multi agent system that will work in tandem with a web-based serious game

    Machine learning based augmented reality for improved learning application through object detection algorithms

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    Detection of objects and their location in an image are important elements of current research in computer vision. In May 2020, Meta released its state-of-the-art object-detection model based on a transformer architecture called detection transformer (DETR). There are several object-detection models such as region-based convolutional neural network (R-CNN), you only look once (YOLO) and single shot detectors (SSD), but none have used a transformer to accomplish this task. These models mentioned earlier, use all sorts of hyperparameters and layers. However, the advantages of using a transformer pattern make the architecture simple and easy to implement. In this paper, we determine the name of a chemical experiment through two steps: firstly, by building a DETR model, trained on a customized dataset, and then integrate it into an augmented reality mobile application. By detecting the objects used during the realization of an experiment, we can predict the name of the experiment using a multi-class classification approach. The combination of various computer vision techniques with augmented reality is indeed promising and offers a better user experience

    Comparative Study of Neural Networks Algorithms for Cloud Computing CPU Scheduling

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    Cloud Computing is the most powerful computing model of our time. While the major IT providers and consumers are competing to exploit the benefits of this computing model in order to thrive their profits, most of the cloud computing platforms are still built on operating systems that uses basic CPU (Core Processing Unit) scheduling algorithms that lacks the intelligence needed for such innovative computing model. Correspdondingly, this paper presents the benefits of applying Artificial Neural Networks algorithms in regards to enhancing CPU scheduling for Cloud Computing model. Furthermore, a set of characteristics and theoretical metrics are proposed for the sake of comparing the different Artificial Neural Networks algorithms and finding the most accurate algorithm for Cloud Computing CPU Scheduling

    Serious Games Adaptation According to the Learner’s Performances

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    Basically, serious games provides enjoyment and knowledge, several researches in this field have focused into joining these two proprieties and make the best balance between them, in order, to provide the best game and enjoyable game experience and ensure the learning of the needed knowledge. Players differ and their knowledge background can be a lot different from one to the other. This study focused on how the SG adapts and provide the needed knowledge and enjoyment. The game should analyze players behavior from different angles, thus it can add difficulty, information, immersion or enjoyment modules to fit the player skills/knowledge

    Topologies for combining the Internet of Things and Serious Games

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    Serious Games have been established over recent years as a means of utilising gaming for applications other than entertainment.With the emergence of the Internet of Things (IoT) paradigm, a new direction for serious games arises, where data gathered from the physical environment can be utilised towards new novel applications. This literature survey uncovers existing topologies that can be applied for combining IoT with Serious Games. This paper presents findings from extensive research into IoT, Serious Games, Pervasive Games and Gamification, IoT topologies and Wireless Sensor Networks (WSN), to identify the requirements of a topology for Serious Games and IoT. By understanding the topological requirements for combining IoT and Serious Games, the development process is reduced, allowing for the advancement in the mentioned field. Three topologies are presented for combining IoT with Serious Games and a detailed topology for developing a Serious Game that monitors student attendance is presented. Also included, is an insight into the new paradigm of Smart Serious Games (SSGs). This paper will aid future research and development in SSGs determine effective network topologies

    Towards a New Platform Based on Learning Outcomes Analysis For Mobile Serious Games

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    Nowadays, learning via smartphones has become one of the most popular teaching tools used by young people, thanks to the ease of use of such devices in the field of education. There are now a large number of both instructional applications and mobile serious games "MSGs" which are available in mobile applications stores. The diversity of such applications especially MSGs can guarantee a personalized learning experience for each learner. However, it is difficult to decide if a given MSG is efficient or not because this decision depends on several factors. One of those major factors is their ability to transmit knowledge effectively to the learners, in order to teach them new skills. This ability can be measured and then analyzed by using several techniques and algorithms like learning analytics, educational data mining, inference knowledge e.g. "Bayesian Knowledge Tracing", etc. Hence the need for the establishment of a user-friendly platform based on these algorithms, the proposed platform will be able to evaluate easily the learning outcomes of this kind of video games

    Learning Analytics Through Serious Games: Data Mining Algorithms for Performance Measurement and Improvement Purposes

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    learning analytics is an emerging discipline focused on the measurement, collection, analysis and reporting of learner interaction data through the E-learning contents. Serious game provides a potential source for relevant educational user data; it can propose an interactive environment for training and offer an effective learning process. This paper presents methods and approaches of educational data mining such as EM and K-Means to discuss the learning analytics through serious games, and then we provide an analysis of the player experience data collected from the educational game “ELISA” used to teach students of biology the immunological technique for determination of ANTI-HIV antibodies. Finally, we propose critically evaluation of our results including the limitations of our study and making suggestions for future research that links learning analytics and serious gaming
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