68 research outputs found

    A study of gamification effectiveness

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    Studies have shown that gamification increases motivation and user experience when it comes to a certain behavior or completing a process. Gamification is often deeply associated with naĂŻve animations and stylized text. This paper addresses the effect that visual representation has on the motivation of a subject by measuring their motivation after completing a mundane process, with entertaining gamification elements as well as gamification elements presented in plain text. For the purposes of this study a within subject design was used to gather data. Participants completed a mundane task three times, once without any gamification elements, once with pragmatic feedback and once with entertaining feedback. After completion the participants filled out the same Likert scale survey. The results were evaluated using the Wilcoxon Signed-Ranks test method, indicated that there was not a significant difference in user motivation between the visually stylized and plain text feedback. If conducted on a larger scale, this discovery could lead to a reduction time and cost for gamification development

    Influence of the source content and encoding configuration on the perceived quality for scalable video coding

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    International audienceIn video coding, it is commonly accepted that the encoding paramaters such as the quantization step-size have an influence on the perceived quality. When dealing with Scalable Video Coding (SVC), the parameters used to encode each layer logically have an influence on the overall perceived quality. It is also commonly accepted that using given encoding parameters, the perceived quality does not change significantly according to the encoded source content. In this paper, we evaluate the impact of both SVC coding artifacts and source contents on the quality perceived by human observers. We exploit the outcomes of two subjective experiments designed and conducted under standard conditions in order to provide reliable results. The two experiments are aligned on a common scale using a set of shared processed video sequences, resulting in a database containing the subjective scores for 60 different sources combined with 20 SVC scenarios. We analyse the performance of several source descriptors in modeling the relative behaviour of a given source content when compared to the average of other source contents

    PhyLab – a virtual reality laboratory for experiments in physics: a pilot study on intervention effectiveness and gender differences

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    IntroductionNew technologies have great potential to facilitate students’ understanding and appreciation of one of the most abstract and challenging school subjects – physics. This study aimed to examine the effects of a game-based virtual reality teaching method on secondary school students’ self-beliefs, interest, and performance in physics through a quasi-experimental design using pre- and post-test data. The evaluation is based on the systemic actiotope model that explains a person’s goal-oriented actions by an interplay of their environment, action repertoire (i.e., students’ performance and interest in physics), and subjective action space (i.e., students’ self-efficacy, self-concept, and implicit theories regarding physics).MethodA game-based virtual reality App to be used with Google cardboards was developed containing 10 teaching units from the secondary school physics class curriculum. Participants in the control group were taught using traditional teaching methods, while students in the experimental group went through the VR with the teacher and conducted the prepared VR experiments in addition to the traditionally presented content. Three tests measured students’ physics performance during the semester. In addition, students answered questionnaires assessing their interest, self-efficacy, self-concept, and entity implicit theories regarding physics before and after the intervention, resulting in a Pretest-Posttest Control Group Design.ResultsThere were no significant differences between the control and experimental group in test scores on the first and second tests but compared to the control group, the experimental group achieved higher scores on the third test. In addition, the results indicate differential effects of the game-based virtual reality teaching method on students’ interest and self-efficacy regarding physics to the advantage of students identifying as male, but no effects on students’ self-concept, and entity implicit theories regarding physics.DiscussionThe results of our pilot study suggest that incorporating innovative didactic methods into secondary school physics classes could potentially contribute to higher performance in and motivation for physics during this crucial period of adolescence when students develop educational and career aspirations. However, game-based virtual reality teaching methods seem to favor students identifying as male, which should be considered in their development and presentation. Other practical implications for practitioners and researchers are discussed

    Capturing the Essence: Towards the Automated Generation of Transparent Behavior Models

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    Hand-coded finite-state machines and behavior trees are the go-to techniques for artificial intelligence (AI) developers that want full control over their character's bearing. However, manually crafting behaviors for computer-controlled agents is a tedious and parameter-dependent task. From a high-level view, the process of designing agent AI by hand usually starts with the determination of a suitable set of action sequences. Once the AI developer has identified these sequences he merges them into a complete behavior by specifying appropriate transitions between them. Automated techniques, such as learning, tree search and planning, are on the other end of the AI toolset's spectrum. They do not require the manual definition of action sequences and adapt to parameter changes automatically. Yet AI developers are reluctant to incorporate them in games because of their performance footprint and lack of immediate designer control. We propose a method that, given the symbolic definition of a problem domain, can automatically extract a transparent behavior model from Goal-Oriented Action Planning (GOAP). The method first observes the behavior exhibited by GOAP in a Monte-Carlo simulation and then evolves a suitable behavior tree using a genetic algorithm. The generated behavior trees are comprehensible, refinable and as performant as hand-crafted ones

    Procedural Attack! Procedural Generation for Populated Virtual Cities: A Survey

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    On the one hand, creating rich virtual worlds "by hand" like in the game Grand Theft Auto V is hugely expensive and limited to large studios. On the other hand, procedural content generation (PCG) allows tiny teams to create huge worlds like Hello Games did with only four people (in the beginning) for the recently released game No Man's Sky. Following in the footsteps of Hello Games, this paper tries to equip the reader with an overview about the state-of-the-art of how to build such a virtual world, i.e., a populated virtual city with buildings, streets, parks, vegetation, humans, and vehicles, using just PCG assets. Each PCG asset that is envisioned to bring the city to life is grouped and discussed in detail and the latest research trends in PCG are presented together with open questions. Using the above-mentioned PCG assets, instead of months, a city can be built in a mere couple of minutes by a user without much experience in designing 3D assets. The city can then be used for many applications like games, virtual reality (VR), or film

    Modeling User Behavior: A Layered Approach

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    The simulation of computer systems requires representative, reliable workload models. When simulating computer systems or components that are influenced by user behavior, this very behavior has to be modeled by using mathematical means. In this article, we propose a user behavior model framework that is constructed in a top down manner, consisting of various layers. Layers offer services to the next higher layer and require services from the layers below. The framework is meant to enable the modeler to plug in his own models at the layers of his choice, thus choosing the right balance between the simulation complexity and creating representative results. We give a description of the layered framework and the corresponding methodology. The approach then will be demonstrated on modeling HTTP traffic to be used in network traffic simulation

    A SEAMLESS MOBILE COMMUNITY SUPPORT SYSTEM

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    Abstract. Ubiquitous community support systems have the potential to ease daily life through delivering valuable interactive information and member contacts right in the place where they are needed. Since in real life humans move permanently between communities, we aim at building an interoperable community infrastructure which focuses on seamless switching between different community types. We show how federation can support environment adaptation, how we achieve common member understanding based on a global community ontology and how authentication based on digital certificates can enforce security amongst the community members without loss of privacy. 1
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