Objective To investigate a new method for axial pedicle screw placement based on virtual-reality technology . Methods A modified four-column stereotactic frame was used for immobilizing cranio-cervical specimen in 8 adult cadavers with screws to make the head-neck-shoulder form a rigid integrated body , and to maintain the stability of the spatial position . This paper is consist of the design and development of a virtual reality based track cycling simulator to provide a cost saving and portable training facilities for the track cycling athlete and potential athletes . The virtual reality system allow the cyclist to immerse in the virtual environment based on real velodrome track . Based on virtual reality technology , the paper does some researches and developments for virtual grinding system . A friendly human-computer interaction interface and virtual machining environment are programmed with Visual C++ and OpenGL , and their characters of interaction and immersion are embodied completely . However , automated or semi-automated computer aided modular fixture systems based on CAD packages still are not well accepted by the manufacturing industry due to the lack of intuitive interaction and immediate feedback compared with traditional models such as paper and physical models . In this paper , a novel Virtual Reality-based system for interactive modular fixture configuration design is presented . We use a multi-view based modular fixture assembly model to assist information representation and management . Among the activities , handwriting is considered essential to the children , and occupational therapy is important for them to adapt to the required motor skills . In this paper , a virtual-reality based system is developed for training fine motor skills in the context of writing Chinese characters . A haptic device equipped with a pen-like stylus is employed as user interface . The results showed that handball goalkeepers were more effective , more accurate and started to intercept earlier when facing a virtual handball thrower than when facing the video clip . These findings suggested that the analysis of visual information uptake for handball goalkeepers was better performed by using a ' virtual reality'-based methodology . Technical and methodological aspects of these findings are discussed further . Virtualized Reality creates time-varying three-dimensional models and virtual images from image sequences . In this paper , we present two recent enhancements to Virtualized Reality . This paper proposes a practical planning system for 2D assembly tasks at the micro/nano scale . To improve the real-time observation and manipulation , we proposed real-time 3-D reconstruction of the microworld using image processing and virtualized reality techniques . Then , a planner covers a whole range of problems in object assignment , obstacle detection and avoidance and path trajectory . The uniqueness and importance of this research is in the age group on which it focuses , an age group that has not yet been examined ( aged 14 - 15 - -ninth grade , N=20 ) ; furthermore , data was analyzed by decoding tweets , grouping tweets into various pedagogical and social uses , and exploring the technical difficulties that arise as a result of using Twitter . In addition , several communication characteristics that have not yet been analyzed regarding Twitter as an educational tool are included in the research . Background Web 2.0 is both a platform on which innovative technologies have been built and a space where users are as important as the content they upload and share with others . As the demand for engineers grows , emphases are placed on introductory engineering courses to effectively and efficiently educate the student in order to prepare them for their future engineering coursework and career . TBL , especially with the use of video lectures , has shown promise as an educational tool for a broad variety of students , but more research is needed . This paper describes three studies that provide more insight into whether the TBL pedagogy with video lectures is sufficient to provide the flexibility , performance , and preferential environment needed for introductory engineering classes . Using this modeling toolbox , students can gain more insights into how hydrological processes ( e.g. , precipitation , snowmelt and snow accumulation , soil moisture , evapotranspiration and runoff generation ) are interconnected . The educational toolbox includes a MATLAB Graphical User Interface ( GUI ) and an ensemble simulation scheme that can be used for teaching uncertainty analysis , parameter estimation , ensemble simulation and model sensitivity . HBV-Ensemble was administered in a class for both in-class instruction and a final project , and students submitted their feedback about the toolbox . Addie Model has been used to construct this toolkit which includes analysis requirements , design and development , Implementation and Evaluation phases . The objective of this research is to test the capability to develop an educational toolkit like English Oral Toolkit especially with the intelligent voice recognition for early age children . It takes place in the context of LUSI ( Learning Units for School Inclusion ) classes and involves a specific learning situation of acquisition of orientation skills . We propose a solution based on virtual reality technology to enhance traditional learning and provide trainers with an educational toolkit , thus allowing them to recreate virtual reality scenarios and assess the learners ' progress for learning orientation skills . Experiments , case studies and surveys are part of the standard toolbox researchers use for validating their proposed educational tools and methods . Yet the breadth of such evaluations is often limited to one dimension such as assessing the effect on learning outcomes by means of experiments , or evaluating user acceptance and perceived utility by means of surveys . Science is also content-based , and students must master the content of a discipline in order to succeed . The challenge for science educators is to develop educational tools and methods that deliver the principles but at the same time teach the important content material , but in a meaningful way . The paper describes research based on experimental virtual role-based environments built to explore the following beliefs : educational technology should capitalize on the natural human propensity for role-playing ; students will be willing to assume roles if the environment makes it easy to do , and if the environment reinforces role-playing through careful crafting of explicit tutorial components ; that educational software should be engaging , entertaining , attractive , interactive , and flexible : in short , game-like . While our focus has been on adaptive learning , many of the presented lessons are also applicable to the development and adoption of educational tools and technologies in general . Our aim is to provide insight for other instructors , educational researchers and developers that are interested in adopting ALSs or are involved in the implementation of educational tools and technologies . In recent years , so-called serious games , where some kind of knowledge is gained through digital game play , have received significant attention and there has been an active movement toward games that effectively enrich the learning environment . Serious games are games that are developed according to the concept , “ It is possible through game play to obtain some kind of knowledge while having fun . Therefore , design guidelines and principles should be thoroughly examined and accordingly selected . This paper aims to : ( a ) study existing serious games design frameworks ; ( b ) extract design guidelines and principles from existing serious games for people with intellectual disabilities ; ( c ) analyze the guidelines and principles , based on the elements of the design frameworks , which will then be used as the basis for a design framework dedicated to serious games for people with intellectual disabilities . Cooperative learning , problem-based learning , and the use of case methods and simulations are some approaches that promote active learning . Serious games design can provide a framework to support confirmation , structured , and guided inquiry . There is a convergence between the core elements of a good serious game design and the characteristics of productive learning . Multiplayer Serious Games are a promising concept to combine the features of Serious Games with the concept of collaborative learning . Multiplayer games , however , are hard to model , especially as interaction between players is often hard to predict . Furthermore , requirements of collaborative learning have to be considered , like group goals , positive interdependence , and individual accountability . In this paper we describe an approach for game-based collaborative learning using multiplayer Serious Games . We developed an approach for a collaborative 3D multiplayer game fostering collaborative behavior as a foundation for collaborative learning in teams using games . Scenario generation for modeling a crisis using computational approach is preferable due to its flexibility to produce automated variation of scenario based on different setup key factors . Combining crisis generation with game technology , serious-game game can be developed to provide potential support in training and simulation practice of real-world crisis situation to different stakeholders . Therefore , in this paper , we propose a computational framework to provide automated generation of a fire crisis scenario with firefighter-agent simulation using cellular automaton with influence map for agent behavior optimization , and visualization using a 3D game engine . An interaction and social network analysis of the audiovisual recordings of each game simulation event indicates that interactions between participants increase in both quantity and quality as the game progresses . The analysis shows that serious game simulations provide an intervention platform not only to facilitate cross-boundary interactions , but also to strengthen relationships between diverse stakeholders , as expressed by an increase in mutual trust and empathy , as well as an improved understanding among the participants of the watershed system and the complex issues at stake . that come together by sharing a common communicational and informational space . In this essay we bring into discussion how the creation process cycle in digital art could be instantiated and applied for the development of serious games through end-user purposes of both creative authors : the digital artists and the serious games developers . We realise a comprehensive analysis of this creation process in digital art , specially the aesthetic musing activity , while devising how it could be helpful to introduce new engaging stimulus in the creative process of serious games . Using a qualitative study employing a role-playing approach with human agents , this study identifies the potential roles of conversational agents in enhancing older users ' computer interactions on the Internet in e-commerce environments . Twenty-five participants aged 65 or older performed a given shopping task with a human agent playing the role of a conversational agent . Massively multiplayer online role-playing game ( MMORPG ; Massive Multiplayer Online Role Playing Game ) game or a multiplayer role player than a dozen people all over the Internet , you can enjoy the same virtual space is a kind of role-playing game . Enjoyed alone , or two or three people , unlike the classic role-playing game , RPG , along with development of the Internet by combining the characteristics of the game in the mud was born . Epistemic engine ' versus ' role-play method ' : divergent trajectories in contemporary conversation analysis . Editor ’s note : The following extended abstract represents the conceptual focus of Associate Professor ’s Michael Emmison ’s keynote address , the first Keynote Address of the AIEMCA 2012 Symposium . The capability of Google spreadsheet to use for a complex structure of supply chain is demonstrated using simulation for inventory distribution management . To demonstrate the collaboration capabilities for inventory distribution management , a role play game is developed using the Google spreadsheet . The two periodic review policies considered for the simulation are Order Up-To ( OUT ) and ( r , S ) where , r is reorder point and S is maximum inventory level . Natural interactions between users and the simulator are obtained exploiting the Microsoft Kinect\texttrademark ~ sensor . The game can be seen as a role play game in which every trainee has to perform the correct steps of the checklist accordingly to his/her professional role in the medical team . Teaching students these reflective Internet skills more explicitly might facilitate the development of these skills . In this paper , we present the results of an evaluation of teaching with a role-play game to promote students ' reflective Internet skills . Reflective internet skills With the rapid development of information and communication technologies and online communication technologies in particular , adolescents are currently the most frequent users of the Internet . The NUCLEO system combines two approaches grounded in the constructive pedagogical stream , the Computer Supported Collaborative Learning and the Problem Based Learning , with the engaging and immersive formats of the videogames . It provides a futurist scenario in which students ( represented by avatars and organized in small teams ) have to collaborate to solve a learning ldquomissionrdquo following the mechanics of a classical role based play . In order to increase the efficiency of the collaborative work and to reduce the teacherpsilas workload , NUCLEO applies user modeling techniques to the studentspsila learning strategies , considering a simplified framework of Vermuntpsilas model for learning styles . This paper examines how well the quantitative multiple-choice categorisation used in such studies reflects the underlying reasoning of the users . The results of a role play scenario in which 117 participants were asked to manage 50 emails are presented . The users ’ multiple-choice actions were recoded based on their response to the question , “ What aspect of this email influenced your decision ? The required concentration on sonic information makes AGs a suitable medium not only for entertainment , but also for education on ( and not limited to ) music and sound studies curricula . This paper presents a novel educational AG entitled Kronos that implements a role-playing scenario to facilitate the sonification of the relevant curriculum and to create an educational platform that combines an audio-based gaming environment with a musical instrument . In that process a methodology suggested by the authors has been used . If one can meaningfully define the “ distance ” between any incorrect student attempt and the correct solution , it is possible to define the student ’s learning velocity for that problem : the rate at which the student is able to decrease this distance . In this paper , we present an extension to one such educational software tool ( JFLAP ) that permits us to compute learning velocities for each student on practice problems involving finite automata construction . These learning velocities are helpful in at least two ways : ( 1 ) instructors can rank students ( e.g. , by identifying students whose learning velocities on most problems are significantly below the class average , and who may therefore require the instructor ’s attention ) , and ( 2 ) instructors can rank problems according to difficulty ( e.g. , while designing a question paper , a “ difficult ” problem might be one where only a few students have quickly converged to the correct solution ) . JFLAP is an educational software tool for experimenting with several types of automata , grammars and proofs related to the area of theoretical computer science . For example , one can create an NFA , convert it to a DFA , minimize the number of states in the DFA , convert it to a regular expression or convert it to a regular grammar . We develop the software to an educative tool to support a quality of designed process model . This tool serves as a very important educative tool for the teaching of the process modelling and to get feedback from students works . The goal of this paper is to describe how to improve the business process model educative skills , using quality measures of the process model . This paper presents the research , development and evaluation of a virtual reality simulator for the training of ultrasound guided needle biopsy of thyroid gland nodules , using 3D models and haptic devices . The system is also an educative tool , where the user can interact with a thyroid 3D model to feel its texture , as well as rotate a complete model of the neck with transparency in order to study all its internal organs . FES is verified and validated from three different Medical Doctors User Groups ( A , B & C ) for three basic criteria , which are Medical Reliability , Assistance in Work and Usability . In addition , FES proved to be a valuable educative tool for Cardiology Medical Residents and Medical Students . It is possible to draw a trick art figure by painting each face of the obtained graph . The proposed system can serve as basic tool for experiments on visual psychology and an educational support tool for discrete mathematics classes . In the article , the authors examine the experience of creation and operation of an educational institution oriented toward solving the problems of conservation , restoration and promotion of health of subjects of the educational process through education . К eywords : formation of health ; subjects of the educational process ; health through education . And to overcome the limitations of the ability , willingness , and its resources in achieving educational goals needed organizing in education . Implementing an educational institution is the key of success of an educational institution . Teachers as professional educators have a good image in the community if it can demonstrate to the public that he is worthy of being a role model or example of the surrounding community . In this paper we introduce a comprehensive educational quality assurance system for a university . The system takes into consideration three main pillars of the educational process : content , delivery , and assessment . Particularly it is shown how the instrumentalization and instrumentation processes that constitute a documentational genesis , can be taken as a basis to guide the refinement and redesign of an orchestration . The empirical evidence supporting the arguments are taken from an online educational program for mathematics teachers , that is to say , the structure and operation of the program is based on the use of the Internet and its associated tools . BackgroundAlthough research suggests that patients prefer a shared decision making ( SDM ) experience when making healthcare decisions , clinicians do not routinely implement SDM into their practice and training programs are needed . Using a novel case-based strategy , we developed and pilot tested an online educational program to promote shared decision making ( SDM ) by primary care clinicians . MethodsA three-phased approach was used : 1 ) development of a conceptual model of the SDM process ; 2 ) development of an online teaching case utilizing the Design A Case ( DAC ) authoring template , a well-tested process used to create peer-reviewed web-based clinical cases across all levels of healthcare training ; and 3 ) pilot testing of the case . This paper proposes an environment devoted to simulate the use of autonomous systems in the context of space exploratory missions and operations ; this research focuses on supporting engineering of autonomous systems and of their innovative artificial intelligences through interoperable simulation . The proposed approach enables also development of training and educational solutions for use of robots and autonomous systems in space critical environments . The paper addresses different application areas including robotic inventory and warehouse solutions , intelligent space guard systems , drones for supporting extravehicular activities and for managing accidents and health emergencies . In this paper , we propose a C language-based coding educational game for beginners . The proposed coding educational game has the following ... These games rely on a constructivist approach to learning , where the learner constructs knowledge through concrete experiences . Endogenous educational games which are specifically developed for educational purposes mostly make this purpose explicit : they make it clear in advance what is about to be learned . This research tried to find out how such an explicit purpose influences the game behavior and comprehension by developing two versions of an endogenous educational game about over fishing , one with and one without an explicit purpose . IT SPIRAL is a collaborative project by nine universities and four industries to develop a common curriculum for teaching software engineering . It combines existing foundation educational practices at the individual universities , a shared DVD library on advanced software engineering topics , and common intensive sessions led by industry participants . It aims to develop advanced IT skills in top-level students , shared educational skills and materials among the universities , and practical cooperation with industry to focus and advance masters level software engineering education . Pedagogies that rely on the use of educational games emerged as a solution to change traditional practices .In this sense , we have experimented with the use of educational game circuit warz in a physics classroom .We have restricted its use to the lesson of the voltage divider and we have compared its contributions to those of a classical teaching method .The results found a huge improvement in areas like motivation , engagement and interaction inter-learners . However , such approaches involve human experts to manually score children 's drawings and evaluate their fine motor skills , which is both time consuming and prone to human error or bias . This paper introduces our novel sketch-based educational interface , which can classify children 's fine motor skills more accurately than conventional methods by automatically classifying fine motor skills through sketch recognition techniques . The interface ( 1 ) employs a fine motor skill classifier , which decides children 's fine motor skills based on their drawing skills and ( 2 ) includes a pedagogical system that assists children to draw basic shapes such as alphabet letters or numbers based on developmental level and learning progress , and provides teachers and parents with information on the maturity of the children 's fine motor skills that correspond to their school readiness . Also user 's satisfaction , inspected through a questionnaire , has provided good results . Starting from the experience reported , the authors are confident that e-learning will gain ground and evolve as an effective and appreciated educational mean for CME . Deeper and deeper convolutional neural networks have been built using larger and larger datasets and are made publicly available . A large swath of computer vision scientists use these pre-trained networks with varying degrees of successes in various tasks . Even though there is tremendous success in copying these networks , the representational space is not learnt from the target dataset in a traditional manner . The aim of this research is to provide an accessible and yet detailed video-based navigation interface of patients with dementia/Alzheimer disease to doctors and caregivers . A joint work between a memory clinic and computer vision scientists enabled studying real-case life scenarios of a dyad couple consisting of a caregiver and patient with Alzheimer . As a result of this collaboration , a new @Home , real-life video dataset was recorded , from which a truly relevant taxonomy of activities was extracted . Principal obstacles are the lack of any exhaustive list of what vision achieves in humans and the restricting of areas of investigation to a few topics such as motion , object categories and the control of a few actions such as reaching or saccades . Here I will review how we integrated several experimental techniques to address a question that arose from interactions with computer vision scientists more than fifteen years ago : the extraction of 3D surfaces . This goal is achieved by a new type of higher-order visual neuron : the gradient-selective neurons . Virtual clinical trials ( VCTs ) were introduced as a preclinical alternative to clinical imaging trials , and for the evaluation of breast imaging systems . Realism in computer models of breast anatomy ( software phantoms ) , critical for VCT performance , can be improved by optimizing simulation parameters based on the analysis of clinical images . We optimized the simulation to improve the realism of simulated tissue compartments , defined by the breast Cooper ’s ligaments . An automated method has been developed to insert realistic clusters of simulated microcalcifications ( MCs ) into computer models of breast anatomy . This algorithm has been developed as part of a virtual clinical trial ( VCT ) software pipeline , which includes the simulation of breast anatomy , mechanical compression , image acquisition , image processing , display and interpretation . Computer models of breast anatomy have been used in preclinical validation of breast cancer imaging systems . In this presentation we discuss a novel algorithm for simulation of breast tissue based on recursive partitioning of a 3D volume . These problems all come from memory wall , power wall , and etc . However , dynamic data flow computer well solved the problems such as memory wall , and catered to the development trend of current multi-core system architecture . Based on this , this paper made a study on the performance development of a typical dynamic data flow computer system structure - WaveScalar system structure , introduced in detail the application of SpMT WaveCache in dynamic data flow computer performance development , dug the speculative multithreading parallelism of data flow computer , and finally proved with practice that the performance of WaveScalar system structure was greatly improved , and thus is a method of dynamic data flow computer performance development deserving to be vigorously popularized and applied . The authors present a technique for analyzing the time cost behavior of data-flow programs that are loop free or contain non tested loops that meet certain constraints . It is assumed that the underlying computer system is a dynamic data-flow computer which has sufficient processors to support the execution of data-flow programs . The token model is modified to describe both the execution and time cost behavior . A method for reformatting alphanumeric objects displayed on a screen of a pen computer system including the steps of : ( a ) selecting a plurality of objects to be reformatted ; ( b ) removing object breaks from between the objects ; and ( c ) reformatting the objects without the removed object breaks . The alphanumeric objects typically comprise a number of words separated by object breaks such as carriage returns , tabs , and paragraph breaks . Trust ( integrity , benevolence , and ability ) is the central dimension of e-commerce systems adoption . Based on customer self-service systems and human-computer interaction logics , affective variables are important research issues to fully understand the relationship between information systems development and e-trust . In this paper , the effects of the perceived Web quality with service contents on e-trust , mediated by the website user 's affective variables ( enjoyment and anxiety ) , are tested and discussed ( n=325 ) . Trust ( integrity , benevolence , and ability ) is the central dimension of e-commerce systems adoption . Based on customer self-service systems and human-computer interaction logics , affective variable ... A real-world industrial case study in demonstrating the applicability of the suggested model to practical APP decision problems is also given . The LINGO computer package has been used to solve the final crisp linear programming problem package and get an optimal production plan . Emerging multi- and many-core computer architectures pose new challenges with respect to efficient exploitation of parallelism . In addition , it is currently not clear which might be the most appropriate parallel programming paradigm to exploit such architectures , both from the efficiency as well as software engineering point of view . Current multi- and many-core computer architectures heavily use Network-on-Chip ( NoC communication in order to meet the increased bandwidth demands between the processors and for reasons of scalability . For the proper analysis of concurrency utilization , and workload distribution of parallel multi-media applications running on such NoC-based architectures , high-speed simulation techniques are required . A new data transaction model of the agents-based distributed aerospace tracking telemetry and control centre computer system was proposed . It was based on the development of the Aerospace TT C centre computer system , combined with the need of the future spaceflight task . The model utilizes intelligence of the agents to dynamically combine the system resources and proceed for the tracking telemetry and control data to receive , handle and analyze . The purpose of this study was to evaluate the variability of the analyst , the variability between and within operators by using a video-based computer analysis system . Activity and posture analy ... The computer system monitors the production of the sandstone aggregates in the hydropower station through the combination of hardware and software . A computer hardware control system comprises an industrial control computer monitoring system and a programmable controller , which are connected with each other via a communication line . A computer software control system belongs to the configuration industrial control software .
Objective To investigate a new method for axial pedicle screw placement based on virtual-reality technology . Methods A modified four-column stereotactic frame was used for immobilizing cranio-cervical specimen in 8 adult cadavers with screws to make the head-neck-shoulder form a rigid integrated body , and to maintain the stability of the spatial position .
This paper is consist of the design and development of a virtual reality based track cycling simulator to provide a cost saving and portable training facilities for the track cycling athlete and potential athletes . The virtual reality system allow the cyclist to immerse in the virtual environment based on real velodrome track .
Based on virtual reality technology , the paper does some researches and developments for virtual grinding system . A friendly human-computer interaction interface and virtual machining environment are programmed with Visual C++ and OpenGL , and their characters of interaction and immersion are embodied completely .
However , automated or semi-automated computer aided modular fixture systems based on CAD packages still are not well accepted by the manufacturing industry due to the lack of intuitive interaction and immediate feedback compared with traditional models such as paper and physical models . In this paper , a novel Virtual Reality-based system for interactive modular fixture configuration design is presented . We use a multi-view based modular fixture assembly model to assist information representation and management .
Among the activities , handwriting is considered essential to the children , and occupational therapy is important for them to adapt to the required motor skills . In this paper , a virtual-reality based system is developed for training fine motor skills in the context of writing Chinese characters . A haptic device equipped with a pen-like stylus is employed as user interface .
The results showed that handball goalkeepers were more effective , more accurate and started to intercept earlier when facing a virtual handball thrower than when facing the video clip . These findings suggested that the analysis of visual information uptake for handball goalkeepers was better performed by using a ' virtual reality'-based methodology . Technical and methodological aspects of these findings are discussed further .
Virtualized Reality creates time-varying three-dimensional models and virtual images from image sequences . In this paper , we present two recent enhancements to Virtualized Reality .
This paper proposes a practical planning system for 2D assembly tasks at the micro/nano scale . To improve the real-time observation and manipulation , we proposed real-time 3-D reconstruction of the microworld using image processing and virtualized reality techniques . Then , a planner covers a whole range of problems in object assignment , obstacle detection and avoidance and path trajectory .
The uniqueness and importance of this research is in the age group on which it focuses , an age group that has not yet been examined ( aged 14 - 15 - -ninth grade , N=20 ) ; furthermore , data was analyzed by decoding tweets , grouping tweets into various pedagogical and social uses , and exploring the technical difficulties that arise as a result of using Twitter . In addition , several communication characteristics that have not yet been analyzed regarding Twitter as an educational tool are included in the research . Background Web 2.0 is both a platform on which innovative technologies have been built and a space where users are as important as the content they upload and share with others .
As the demand for engineers grows , emphases are placed on introductory engineering courses to effectively and efficiently educate the student in order to prepare them for their future engineering coursework and career . TBL , especially with the use of video lectures , has shown promise as an educational tool for a broad variety of students , but more research is needed . This paper describes three studies that provide more insight into whether the TBL pedagogy with video lectures is sufficient to provide the flexibility , performance , and preferential environment needed for introductory engineering classes .
Using this modeling toolbox , students can gain more insights into how hydrological processes ( e.g. , precipitation , snowmelt and snow accumulation , soil moisture , evapotranspiration and runoff generation ) are interconnected . The educational toolbox includes a MATLAB Graphical User Interface ( GUI ) and an ensemble simulation scheme that can be used for teaching uncertainty analysis , parameter estimation , ensemble simulation and model sensitivity . HBV-Ensemble was administered in a class for both in-class instruction and a final project , and students submitted their feedback about the toolbox .
Addie Model has been used to construct this toolkit which includes analysis requirements , design and development , Implementation and Evaluation phases . The objective of this research is to test the capability to develop an educational toolkit like English Oral Toolkit especially with the intelligent voice recognition for early age children .
It takes place in the context of LUSI ( Learning Units for School Inclusion ) classes and involves a specific learning situation of acquisition of orientation skills . We propose a solution based on virtual reality technology to enhance traditional learning and provide trainers with an educational toolkit , thus allowing them to recreate virtual reality scenarios and assess the learners ' progress for learning orientation skills .
Experiments , case studies and surveys are part of the standard toolbox researchers use for validating their proposed educational tools and methods . Yet the breadth of such evaluations is often limited to one dimension such as assessing the effect on learning outcomes by means of experiments , or evaluating user acceptance and perceived utility by means of surveys .
Science is also content-based , and students must master the content of a discipline in order to succeed . The challenge for science educators is to develop educational tools and methods that deliver the principles but at the same time teach the important content material , but in a meaningful way . The paper describes research based on experimental virtual role-based environments built to explore the following beliefs : educational technology should capitalize on the natural human propensity for role-playing ; students will be willing to assume roles if the environment makes it easy to do , and if the environment reinforces role-playing through careful crafting of explicit tutorial components ; that educational software should be engaging , entertaining , attractive , interactive , and flexible : in short , game-like .
While our focus has been on adaptive learning , many of the presented lessons are also applicable to the development and adoption of educational tools and technologies in general . Our aim is to provide insight for other instructors , educational researchers and developers that are interested in adopting ALSs or are involved in the implementation of educational tools and technologies .
In recent years , so-called serious games , where some kind of knowledge is gained through digital game play , have received significant attention and there has been an active movement toward games that effectively enrich the learning environment . Serious games are games that are developed according to the concept , “ It is possible through game play to obtain some kind of knowledge while having fun .
Therefore , design guidelines and principles should be thoroughly examined and accordingly selected . This paper aims to : ( a ) study existing serious games design frameworks ; ( b ) extract design guidelines and principles from existing serious games for people with intellectual disabilities ; ( c ) analyze the guidelines and principles , based on the elements of the design frameworks , which will then be used as the basis for a design framework dedicated to serious games for people with intellectual disabilities .
Cooperative learning , problem-based learning , and the use of case methods and simulations are some approaches that promote active learning . Serious games design can provide a framework to support confirmation , structured , and guided inquiry . There is a convergence between the core elements of a good serious game design and the characteristics of productive learning .
Multiplayer Serious Games are a promising concept to combine the features of Serious Games with the concept of collaborative learning . Multiplayer games , however , are hard to model , especially as interaction between players is often hard to predict .
Furthermore , requirements of collaborative learning have to be considered , like group goals , positive interdependence , and individual accountability . In this paper we describe an approach for game-based collaborative learning using multiplayer Serious Games . We developed an approach for a collaborative 3D multiplayer game fostering collaborative behavior as a foundation for collaborative learning in teams using games .
Scenario generation for modeling a crisis using computational approach is preferable due to its flexibility to produce automated variation of scenario based on different setup key factors . Combining crisis generation with game technology , serious-game game can be developed to provide potential support in training and simulation practice of real-world crisis situation to different stakeholders . Therefore , in this paper , we propose a computational framework to provide automated generation of a fire crisis scenario with firefighter-agent simulation using cellular automaton with influence map for agent behavior optimization , and visualization using a 3D game engine .
An interaction and social network analysis of the audiovisual recordings of each game simulation event indicates that interactions between participants increase in both quantity and quality as the game progresses . The analysis shows that serious game simulations provide an intervention platform not only to facilitate cross-boundary interactions , but also to strengthen relationships between diverse stakeholders , as expressed by an increase in mutual trust and empathy , as well as an improved understanding among the participants of the watershed system and the complex issues at stake .
that come together by sharing a common communicational and informational space . In this essay we bring into discussion how the creation process cycle in digital art could be instantiated and applied for the development of serious games through end-user purposes of both creative authors : the digital artists and the serious games developers . We realise a comprehensive analysis of this creation process in digital art , specially the aesthetic musing activity , while devising how it could be helpful to introduce new engaging stimulus in the creative process of serious games .
Using a qualitative study employing a role-playing approach with human agents , this study identifies the potential roles of conversational agents in enhancing older users ' computer interactions on the Internet in e-commerce environments . Twenty-five participants aged 65 or older performed a given shopping task with a human agent playing the role of a conversational agent .
Massively multiplayer online role-playing game ( MMORPG ; Massive Multiplayer Online Role Playing Game ) game or a multiplayer role player than a dozen people all over the Internet , you can enjoy the same virtual space is a kind of role-playing game . Enjoyed alone , or two or three people , unlike the classic role-playing game , RPG , along with development of the Internet by combining the characteristics of the game in the mud was born .
Epistemic engine ' versus ' role-play method ' : divergent trajectories in contemporary conversation analysis . Editor ’s note : The following extended abstract represents the conceptual focus of Associate Professor ’s Michael Emmison ’s keynote address , the first Keynote Address of the AIEMCA 2012 Symposium .
The capability of Google spreadsheet to use for a complex structure of supply chain is demonstrated using simulation for inventory distribution management . To demonstrate the collaboration capabilities for inventory distribution management , a role play game is developed using the Google spreadsheet . The two periodic review policies considered for the simulation are Order Up-To ( OUT ) and ( r , S ) where , r is reorder point and S is maximum inventory level .
Natural interactions between users and the simulator are obtained exploiting the Microsoft Kinect\texttrademark ~ sensor . The game can be seen as a role play game in which every trainee has to perform the correct steps of the checklist accordingly to his/her professional role in the medical team .
Teaching students these reflective Internet skills more explicitly might facilitate the development of these skills . In this paper , we present the results of an evaluation of teaching with a role-play game to promote students ' reflective Internet skills . Reflective internet skills With the rapid development of information and communication technologies and online communication technologies in particular , adolescents are currently the most frequent users of the Internet .
The NUCLEO system combines two approaches grounded in the constructive pedagogical stream , the Computer Supported Collaborative Learning and the Problem Based Learning , with the engaging and immersive formats of the videogames . It provides a futurist scenario in which students ( represented by avatars and organized in small teams ) have to collaborate to solve a learning ldquomissionrdquo following the mechanics of a classical role based play . In order to increase the efficiency of the collaborative work and to reduce the teacherpsilas workload , NUCLEO applies user modeling techniques to the studentspsila learning strategies , considering a simplified framework of Vermuntpsilas model for learning styles .
This paper examines how well the quantitative multiple-choice categorisation used in such studies reflects the underlying reasoning of the users . The results of a role play scenario in which 117 participants were asked to manage 50 emails are presented . The users ’ multiple-choice actions were recoded based on their response to the question , “ What aspect of this email influenced your decision ?
The required concentration on sonic information makes AGs a suitable medium not only for entertainment , but also for education on ( and not limited to ) music and sound studies curricula . This paper presents a novel educational AG entitled Kronos that implements a role-playing scenario to facilitate the sonification of the relevant curriculum and to create an educational platform that combines an audio-based gaming environment with a musical instrument . In that process a methodology suggested by the authors has been used .
If one can meaningfully define the “ distance ” between any incorrect student attempt and the correct solution , it is possible to define the student ’s learning velocity for that problem : the rate at which the student is able to decrease this distance . In this paper , we present an extension to one such educational software tool ( JFLAP ) that permits us to compute learning velocities for each student on practice problems involving finite automata construction . These learning velocities are helpful in at least two ways : ( 1 ) instructors can rank students ( e.g. , by identifying students whose learning velocities on most problems are significantly below the class average , and who may therefore require the instructor ’s attention ) , and ( 2 ) instructors can rank problems according to difficulty ( e.g. , while designing a question paper , a “ difficult ” problem might be one where only a few students have quickly converged to the correct solution ) .
JFLAP is an educational software tool for experimenting with several types of automata , grammars and proofs related to the area of theoretical computer science . For example , one can create an NFA , convert it to a DFA , minimize the number of states in the DFA , convert it to a regular expression or convert it to a regular grammar .
We develop the software to an educative tool to support a quality of designed process model . This tool serves as a very important educative tool for the teaching of the process modelling and to get feedback from students works . The goal of this paper is to describe how to improve the business process model educative skills , using quality measures of the process model .
This paper presents the research , development and evaluation of a virtual reality simulator for the training of ultrasound guided needle biopsy of thyroid gland nodules , using 3D models and haptic devices . The system is also an educative tool , where the user can interact with a thyroid 3D model to feel its texture , as well as rotate a complete model of the neck with transparency in order to study all its internal organs .
FES is verified and validated from three different Medical Doctors User Groups ( A , B & C ) for three basic criteria , which are Medical Reliability , Assistance in Work and Usability . In addition , FES proved to be a valuable educative tool for Cardiology Medical Residents and Medical Students .
It is possible to draw a trick art figure by painting each face of the obtained graph . The proposed system can serve as basic tool for experiments on visual psychology and an educational support tool for discrete mathematics classes .
In the article , the authors examine the experience of creation and operation of an educational institution oriented toward solving the problems of conservation , restoration and promotion of health of subjects of the educational process through education . К eywords : formation of health ; subjects of the educational process ; health through education .
And to overcome the limitations of the ability , willingness , and its resources in achieving educational goals needed organizing in education . Implementing an educational institution is the key of success of an educational institution . Teachers as professional educators have a good image in the community if it can demonstrate to the public that he is worthy of being a role model or example of the surrounding community .
In this paper we introduce a comprehensive educational quality assurance system for a university . The system takes into consideration three main pillars of the educational process : content , delivery , and assessment .
Particularly it is shown how the instrumentalization and instrumentation processes that constitute a documentational genesis , can be taken as a basis to guide the refinement and redesign of an orchestration . The empirical evidence supporting the arguments are taken from an online educational program for mathematics teachers , that is to say , the structure and operation of the program is based on the use of the Internet and its associated tools .
BackgroundAlthough research suggests that patients prefer a shared decision making ( SDM ) experience when making healthcare decisions , clinicians do not routinely implement SDM into their practice and training programs are needed . Using a novel case-based strategy , we developed and pilot tested an online educational program to promote shared decision making ( SDM ) by primary care clinicians . MethodsA three-phased approach was used : 1 ) development of a conceptual model of the SDM process ; 2 ) development of an online teaching case utilizing the Design A Case ( DAC ) authoring template , a well-tested process used to create peer-reviewed web-based clinical cases across all levels of healthcare training ; and 3 ) pilot testing of the case .
This paper proposes an environment devoted to simulate the use of autonomous systems in the context of space exploratory missions and operations ; this research focuses on supporting engineering of autonomous systems and of their innovative artificial intelligences through interoperable simulation . The proposed approach enables also development of training and educational solutions for use of robots and autonomous systems in space critical environments . The paper addresses different application areas including robotic inventory and warehouse solutions , intelligent space guard systems , drones for supporting extravehicular activities and for managing accidents and health emergencies .
In this paper , we propose a C language-based coding educational game for beginners . The proposed coding educational game has the following ...
These games rely on a constructivist approach to learning , where the learner constructs knowledge through concrete experiences . Endogenous educational games which are specifically developed for educational purposes mostly make this purpose explicit : they make it clear in advance what is about to be learned . This research tried to find out how such an explicit purpose influences the game behavior and comprehension by developing two versions of an endogenous educational game about over fishing , one with and one without an explicit purpose .
IT SPIRAL is a collaborative project by nine universities and four industries to develop a common curriculum for teaching software engineering . It combines existing foundation educational practices at the individual universities , a shared DVD library on advanced software engineering topics , and common intensive sessions led by industry participants . It aims to develop advanced IT skills in top-level students , shared educational skills and materials among the universities , and practical cooperation with industry to focus and advance masters level software engineering education .
Pedagogies that rely on the use of educational games emerged as a solution to change traditional practices .In this sense , we have experimented with the use of educational game circuit warz in a physics classroom .We have restricted its use to the lesson of the voltage divider and we have compared its contributions to those of a classical teaching method .The results found a huge improvement in areas like motivation , engagement and interaction inter-learners .
However , such approaches involve human experts to manually score children 's drawings and evaluate their fine motor skills , which is both time consuming and prone to human error or bias . This paper introduces our novel sketch-based educational interface , which can classify children 's fine motor skills more accurately than conventional methods by automatically classifying fine motor skills through sketch recognition techniques . The interface ( 1 ) employs a fine motor skill classifier , which decides children 's fine motor skills based on their drawing skills and ( 2 ) includes a pedagogical system that assists children to draw basic shapes such as alphabet letters or numbers based on developmental level and learning progress , and provides teachers and parents with information on the maturity of the children 's fine motor skills that correspond to their school readiness .
Also user 's satisfaction , inspected through a questionnaire , has provided good results . Starting from the experience reported , the authors are confident that e-learning will gain ground and evolve as an effective and appreciated educational mean for CME .
Deeper and deeper convolutional neural networks have been built using larger and larger datasets and are made publicly available . A large swath of computer vision scientists use these pre-trained networks with varying degrees of successes in various tasks . Even though there is tremendous success in copying these networks , the representational space is not learnt from the target dataset in a traditional manner .
The aim of this research is to provide an accessible and yet detailed video-based navigation interface of patients with dementia/Alzheimer disease to doctors and caregivers . A joint work between a memory clinic and computer vision scientists enabled studying real-case life scenarios of a dyad couple consisting of a caregiver and patient with Alzheimer . As a result of this collaboration , a new @Home , real-life video dataset was recorded , from which a truly relevant taxonomy of activities was extracted .
Principal obstacles are the lack of any exhaustive list of what vision achieves in humans and the restricting of areas of investigation to a few topics such as motion , object categories and the control of a few actions such as reaching or saccades . Here I will review how we integrated several experimental techniques to address a question that arose from interactions with computer vision scientists more than fifteen years ago : the extraction of 3D surfaces . This goal is achieved by a new type of higher-order visual neuron : the gradient-selective neurons .
Virtual clinical trials ( VCTs ) were introduced as a preclinical alternative to clinical imaging trials , and for the evaluation of breast imaging systems . Realism in computer models of breast anatomy ( software phantoms ) , critical for VCT performance , can be improved by optimizing simulation parameters based on the analysis of clinical images . We optimized the simulation to improve the realism of simulated tissue compartments , defined by the breast Cooper ’s ligaments .
An automated method has been developed to insert realistic clusters of simulated microcalcifications ( MCs ) into computer models of breast anatomy . This algorithm has been developed as part of a virtual clinical trial ( VCT ) software pipeline , which includes the simulation of breast anatomy , mechanical compression , image acquisition , image processing , display and interpretation .
Computer models of breast anatomy have been used in preclinical validation of breast cancer imaging systems . In this presentation we discuss a novel algorithm for simulation of breast tissue based on recursive partitioning of a 3D volume .
These problems all come from memory wall , power wall , and etc . However , dynamic data flow computer well solved the problems such as memory wall , and catered to the development trend of current multi-core system architecture . Based on this , this paper made a study on the performance development of a typical dynamic data flow computer system structure - WaveScalar system structure , introduced in detail the application of SpMT WaveCache in dynamic data flow computer performance development , dug the speculative multithreading parallelism of data flow computer , and finally proved with practice that the performance of WaveScalar system structure was greatly improved , and thus is a method of dynamic data flow computer performance development deserving to be vigorously popularized and applied .
The authors present a technique for analyzing the time cost behavior of data-flow programs that are loop free or contain non tested loops that meet certain constraints . It is assumed that the underlying computer system is a dynamic data-flow computer which has sufficient processors to support the execution of data-flow programs . The token model is modified to describe both the execution and time cost behavior .
A method for reformatting alphanumeric objects displayed on a screen of a pen computer system including the steps of : ( a ) selecting a plurality of objects to be reformatted ; ( b ) removing object breaks from between the objects ; and ( c ) reformatting the objects without the removed object breaks . The alphanumeric objects typically comprise a number of words separated by object breaks such as carriage returns , tabs , and paragraph breaks .
Trust ( integrity , benevolence , and ability ) is the central dimension of e-commerce systems adoption . Based on customer self-service systems and human-computer interaction logics , affective variables are important research issues to fully understand the relationship between information systems development and e-trust . In this paper , the effects of the perceived Web quality with service contents on e-trust , mediated by the website user 's affective variables ( enjoyment and anxiety ) , are tested and discussed ( n=325 ) .
Trust ( integrity , benevolence , and ability ) is the central dimension of e-commerce systems adoption . Based on customer self-service systems and human-computer interaction logics , affective variable ...
A real-world industrial case study in demonstrating the applicability of the suggested model to practical APP decision problems is also given . The LINGO computer package has been used to solve the final crisp linear programming problem package and get an optimal production plan .
Emerging multi- and many-core computer architectures pose new challenges with respect to efficient exploitation of parallelism . In addition , it is currently not clear which might be the most appropriate parallel programming paradigm to exploit such architectures , both from the efficiency as well as software engineering point of view .
Current multi- and many-core computer architectures heavily use Network-on-Chip ( NoC communication in order to meet the increased bandwidth demands between the processors and for reasons of scalability . For the proper analysis of concurrency utilization , and workload distribution of parallel multi-media applications running on such NoC-based architectures , high-speed simulation techniques are required .
A new data transaction model of the agents-based distributed aerospace tracking telemetry and control centre computer system was proposed . It was based on the development of the Aerospace TT C centre computer system , combined with the need of the future spaceflight task . The model utilizes intelligence of the agents to dynamically combine the system resources and proceed for the tracking telemetry and control data to receive , handle and analyze .
The purpose of this study was to evaluate the variability of the analyst , the variability between and within operators by using a video-based computer analysis system . Activity and posture analy ...
The computer system monitors the production of the sandstone aggregates in the hydropower station through the combination of hardware and software . A computer hardware control system comprises an industrial control computer monitoring system and a programmable controller , which are connected with each other via a communication line . A computer software control system belongs to the configuration industrial control software .
The applied study of virtual-reality technology for accurate placement of C_2 pedicle screws Design and Development of a Virtual Reality Based Track Cycling Simulator Research and Development of Simulation System for Virtual Grinding A desktop virtual reality-based interactive modular fixture configuration design system A Rehabilitation Method with Visual and Haptic Guidance for Children with Upper Extremity Disability Which technology to investigate visual perception in sport: video vs. virtual reality. Modeling, Combining, and Rendering Dynamic Real-World Events From Image Sequences Haptically generated paths of an AFM-based nanomanipulator using potential fields The Usage Characteristics of Twitter in the Learning Process. The efficient classroom: How team-based learning and lecture video acceleration affect the learning efficiency and effectiveness of a first-year engineering course An educational model for ensemble streamflow simulation and uncertainty analysis A conceptual framework of English Oral Toolkit (EOT) with Intelligent Voice Recognition Virtual Learning Environment Design in the Context of Orientation Skills Acquisition for LUSI Class Adapting Kirkpatrick's evaluation model to technology enhanced learning Research on role-based learning technologies Development and Adoption of an Adaptive Learning System: Reflections and Lessons Learned Serious games for learning programming languages Designing effective serious games for people with intellectual disabilities Serious Computer Games Design for Active Learning in Teacher Education A Method for Simulating Players in a Collaborative Multiplayer Serious Game Designing Collaborative Multiplayer Serious Games for Collaborative Learning - Escape from Wilson Island - A Multiplayer 3D Serious Game for Collaborative Learning in Teams Scenario Generation with Cellular Automaton for Game-Based Crisis Simulation System Serious games as a catalyst for boundary crossing, collaboration and knowledge co-creation in a watershed governance context. Instantiating the creation process in digital art for serious games design Older User-Computer Interaction on the Internet: How Conversational Agents Can Help Massively multiplayer online role-playing game Analysis 'Epistemic engine' versus 'role-play method': divergent trajectories in contemporary conversation analysis Collaborative inventory distribution management in a supply chain: A simulation perspective A Natural and Immersive Virtual Interface for the Surgical Safety Checklist Training A Role-Play Game to Facilitate the Development of Students. Reflective Internet Skills NUCLEO: Adaptive Computer Supported Collaborative Learning in a Role Game Based Scenario Using Actions and Intentions to Evaluate Categorical Responses to Phishing and Genuine Emails Educational audio game design: sonification of the curriculum through a role-playing scenario in the audio game 'Kronos' Ranking Student Ability and Problem Difficulty Using Learning Velocities Increasing the experimentation of theoretical computer science with new features in JFLAP Educational Business Process Model Skills Improvement A Virtual Reality Simulator for Training of Needle Biopsy of Thyroid Gland Nodules Exploiting Fuzzy Expert Systems in Cardiology Torus Figure Generating System Based on Graph Theoretical Representation and Topological Analysis The School of Health Formation – an Effective Approach to Improving Health in Students Religiusitas Manajemen dalam Peningkatan Profesionalitas Guru Enhancing education quality assurance using information systems: QAAS system Didactics as Desing Science Development and pilot testing of an online case-based approach to shared decision making skills training for clinicians Autonomous systems for operations in critical environments Development of C-Language-based Coding Educational Game for Beginners Let the Game Do the Talking: The Influence of Explicitness and Game Behavior on Comprehension in an Educational Computer Game IT SPIRAL: A Case Study in Scalable Software Engineering Education Are Educational Games Engaging and Motivating Moroccan Students to Learn Physics? EasySketch 2 : a novel sketch-based interface for improving children's fine motor skills and school readiness Usage and Effectiveness of E-Learning Courses for Continuous Medical Education Diving deeper into mentee networks Recognition of Activities of Daily Living in natural “at home” scenario for assessment of Alzheimer's disease patients Lessons from the Primate Visual System Optimization of the simulation parameters for improving realism in anthropomorphic breast phantoms Automatic insertion of simulated microcalcification clusters in a software breast phantom Breast Modeling and Simulation - Models and Results The application of SpMT WaveCache in performance development of dynamic data flow computer A technique to derive time costs of data flow programs Online Public Service Delivery Customer self-service systems: The effects of perceived Web quality with service contents on enjoyment, anxiety, and e-trust Customer self-service systems Application of tolerance approach to fuzzy goal programming to aggregate production planning Exploiting Fine-Grained Parallelism in the Phylogenetic Likelihood Function with MPI, Pthreads, and OpenMP: A Performance Study High performance network-on-chip simulation by interval-based timing predictions Model of agent-based distributed aerospace TT&C centre computer system Variability in activities and postures during electronic assembly work assessed by video-based analysis system : a preliminary study Monitoring computer system for producing hydroelectric power station sandrock aggregate
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ISCSCT (1) ICCHP (2) CSEDU (1) MoDELS Companion ICALT SIGCSE SMC EDUCON SGAMES SeriousGames@MM HCI (2) IEEM SeriousGames@MM ICALT HAISA Audio Mostly Conference ITiCSE EOMAS@CAiSE MMVR EANN (2) SpringSim (MSCIAAS/SPACE) CW CSEE&amp;T Expressive MIE ICME Workshops ECCV Workshops (1) CSREA EE PRIB ESTImedia
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