ABSTRACT The recognition of facial expressions is important for the perception of emotions. Understanding emotions is essential in human communication and social interaction. Children with autism have been reported to exhibit deficits in the recognition of affective expressions. With the appropriate intervention, elimination of those deficits can be achieved. Interventions are proposed to start as early as possible. Computer-based programs have been widely used with success to teach people
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Keywords : Serious Games, Gesture-based interaction, Natural User Interface, Autism, Facial emotion recognition
The recognition of facial expressions is important for the perception of emotions. Understanding emotions is essential in human communication and social interaction. Children with autism have been reported to exhibit deficits in the recognition of affective expressions. Their difficulties in understanding and expressing emotions lead to inappropriate behavior derived from their inability to interact adequately with other people. Those deficits seem to be rather permanent in individuals with auti
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In this paper we present a Digital Serious Game set in a medieval alchemical laboratory, aimed at disseminating the ancient knowledge of medicine distillation contained in the famous Adam Lonicer's Kreuterbuch (1569) treatise. The application is based on interactive Virtual Environments and available on multiple visualization technologies, ranging from simple touch-based tablet up to immersive environments such as CAVEs or Oculus Rift. The game comes as the latest development level o
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Keywords : Libraries Archives, Virtual Environment, Immersion, Interaction, Learning, Digital Serious Games
This literature review discusses impacts of video games and serious games in terms of educational potential and contributions to education and learning. After defining video games and serious game, authors examine successively the motivational dimensions and developmental effects of these games and their interest in schools and universities. References (1): Alvarez, J., Du jeu video au serious game : approche culturelle, pragmatique et formelle, Thèse de doctorat, Spécial
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Abstract Social, economic and global changes make it difficult to predict what the future might hold. Creativity is one possible response to these changes. Indeed, creative skills enable students to face the complex nature of life. As a result, creativity has become significant in education, and is regarded as an important objective to be addressed in the curriculum. Nevertheless, creativity is not always promoted in schools. Rather, there are those who claim that many educational systems hinder
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Keywords : Game design, Creativity, Game-based learning
Despite the growing interest in interactive storytelling techniques, their actual applications to traditional gameplay design remain to be investigated. However, many game designers have expressed concerns about the incorporation of such generative techniques in traditional game titles, mainly because of the lack of control they will have over dynamically generated content. This paper proposes an authoring tool allowing game designers to formalize, visualize, modify, and validate game level solu
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Keywords : Cultural Heritage , Serious Game, Game Level Design, Gameplay
There is not a lot of data available yet in which way Serious Games are integrated in medical education. A lot of different opinions and concepts are discussed concerning in which way Serious Games can be effectively integrated in the medical curriculum. In this article we developed criteria for the implementation of Serious Games for Health in the medical education. 29 Serious Games for Health were tested to their applicability for undergraduate medical education. Six games seem to be suitable
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Keywords : Medical games, Medical education, Health game, Health
This chapter describes some of the work carried out in the MIRROR project, which focuses on reflective learning where adults' motivation to learn and reflect through games is being researched. It briefly introduces the project and the theoretical framework, and then describes the serious game that was created for research in detail. The last part of this chapter focuses on users' evaluations and describes some lessons learned about the importance of guidance and of a de-briefing session, thus hi
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Keywords : Serious game, Learning
In this paper, we propose an environment to support collaborative modding, as a new way to learn a subject. Modding can be defined as the activity to modify an existing game with dedicated tools. In a constructivist approach, we base our work on the assumption that modding a learning game can help learners to acquire the concepts of the subject concerned. We also think that modding in collaborative settings can help learners both to learn the subject and to learn to collaborate. We first propose
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Keywords : Modding game, Development kits, Learning game 2.0, Collaborative learning
Crisis management, serious games (SG) are more and more used for training. SG permit to reduce the cost of a such training and saving time, and in general provide a fun way to learn. In this paper we propose to bring together SG and Intelligent Tutoring Systems (ITS) in the context of the SIMFOR project, a SG for training in crisis management. We discuss the problems and needs of serious games and an overview of existing works. To enhance the learning aspect in SG, we propose the integration of
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Keywords : Collaborative agent-based architecture, Intelligent tutoring systems, Serious Game, Crisis management training, Multiagent integration architecture, Training cost reduction, Time savings, SIMFOR project