This study aims at analyzing the influence of 3-D interaction on learning a foreign language from an experiment conducted with German language learners. The objective is to draw empirical evidence on the usefulness of Virtual Reality technologies in the conception of a serious game. The results of the empirical study show a positive influence of 3D interaction on lexical short-term memorization, but did not revealed a significant influence on long-term memorization. The study also highlights the
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Keywords : Serious game, Virtual reality, Learning, Languages, Interaction
As the title implies, The Untold History of Japanese Game Developers is a documentary about Japanese game developers. Originally, John Szczepaniak, a video game journalist, went to Japan in order to write a book about this topic (still in the works). During this trip he also filmed his interviews and encounters, which gave birth to a 4 hours long video documentary now available on DVD: This documentary follows John Szczepaniak's journey, with video segments featuring different materi
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Keywords : japan, history, documentary
Abstract Serious games are an innovative way for tackling design objectives in a variety of IS contexts. In this paper, we explore the use of an online serious game for idea assessment in companies, an approach that is not covered in scientific literature so far. Thereby, we contribute to understanding (i) whether serious games can add to overcoming challenges in the area of idea assessment, and, (ii) whether there are potential biases of the game towards more incremental or radical ideas w
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Keywords : Big Five, Experiment, Idea Assessment, Personality Traits, Serious Games, Service Innovation, Team Formation
Abstract Learning about software modeling languages from documentation can be a difficult and confusing process, and many of the currently existing modeling language tutorials are only marginally better. At the same time, players of video games spend hours upon hours learning to play games that require mastering complex strategies and concepts, without losing motivation or interest. This success for motivating learning effort seen in many games, is in turn supporting an emerging trend of ed
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Keywords : Learning, Games, Modeling
Ambient Intelligence technologies can play an important role in enriching the education and learning experience. Such technologies offer students increased access to information within an augmented teaching environment which encourages active learning and collaboration, enhancing their motivation to learn. This paper focuses of transferring painting into the Ami environment through the usage of an augmented digital surface as a painting canvas, and offering interaction through augmented physical
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Keywords : Learning, Painting
Abstract Emotion recognition is essential in human communication and social interaction. Children with autism have been reported to exhibit deficits in understanding and expressing emotions. Those deficits seem to be rather permanent so intervention tools for improving those impairments are desirable. Educational interventions for teaching emotion recognition should occur as early as possible. It is argued that Serious Games can be very effective in the areas of therapy and education for ch
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Abstract Microsurgery of the middle ear requires high dexterity due to the finesse and the extreme sensitivity of the structures involved. Learning this surgery is delicate and is performed at the end of the residency. This work focuses on the development of a mechanical finite element model of the anatomical structures that compose the middle ear in order to design a surgical simulator. The objectives are to provide a versatile tool for learning and training of the surgery by surgical pra
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Keywords : Medical and surgical simulations, Robotics, Computer science, Haptics, Minimally-invasive, Educational, Microsurgery
This book deals with the war opposing Sega to Nintendo during the 90's, in the USA, for the control of the home console market. Over 550 pages, it follows the story of Tom Kalinske, who ran Sega US branch from 1990 to 1996. The book tells the many efforts the man and his team made to push the Genesis / Megadrive onto the US market, to try to make a dent in Nintendo's near monopoly over this market. This war is made of many battles, such as an offensive marketing campaign around the game Sonic (1
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Keywords : sega, nintendo, 16 bits, usa, marketing, sony , tom kalinske, genesis
A conference dedicated to GamePlay bricks and their use to analyse and classify video games. Speakers:Julian Alvarez (Julian.alvarez@univ-lille1.fr)Docteur en Sciences de l’information et de la communication. Responsable du laboratoire consulaire Play Research Lab (PRL) dédié à l’étude du jeu et de ses usages.Plus de 150 Serious Games à son actif pour TF1, Dupuis, Milan, CNRS …Damien Djaouti (damien@ludoscience.com)Maître
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Keywords : gameplay, bricks, Game design, Classification
This book presents 100 music albums based on famous video games original soundtracks. The author reviews each album over two pages, featuring beautiful illustrations. The author successfully shares his passion for video game music through this book. The text is easy to read and full of interesting information. My only complaint lies in the author's choice to focus on game OST published in separate CDs, which tends to heavily bend his OST selection towards Japanese console games, and J-RPG in par
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Keywords : music, video game, album