In this paper we investigate the possibility how to enable transfer of meaningful game information between different video games. We explore the benefits of ontologies as a solution to this problem, and present an initial version of Game Ontology, a first step towards achieving interoperability between games. Références (1) : D. Djaouti, J. Alvarez, J. Jessel, G. Methel, and P. Molinier. Towards a classification of video games. In Artificial and Ambient Intelligence conve
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Mots-clés : Game, Video game, Ontology
Abstract The continuous development of web services and computer infrastructures complemented by the increasing availability of game development software engines, contribute to an on-going expansion in the release of serious games (SG) in diverse areas, ranging from entertainment, cultural heritage (CH), education, artificial intelligence (AI), sociology, military to health systems [1]. In this sense SGs can be thought of as bridging culture and education with gaming. By utilizing contempo
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Mots-clés : Cultural heritage, Serious Game
In this paper, we will present an educational game that we developed in order to teach a chemistry lesson, namely drawing a Lewis diagram. We also conducted an experiment to gather data about the cognitive and emotional states of the learners as well as their behaviour through out our game by using three types of sensors (electroencephalography,eye t
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Mots-clés : Educational game, Electroencephalogram, Eyetracking, Facial ex-pression recognition, Logistic regression model
Abstract. The access to large-scale imagery datasets has been a signifi- cant obstacle to the success of many applications in application domains that range from 3D modelling to augmented reality, and from infrastructure inspection to urban planning. Although large collections of images already exist, from sources such as Bing Maps, Google Street View, and many photo-sharing sites, they are incomplete, inaccurate and expensive. A solution to this problem could be to leverage on large end-u
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Mots-clés : Serious games methodologies, Participatory sensing
Curriculum integration is one of the main factors in the teachers’ decision-making process when deciding to use games in formal educational contexts. Based on this observation, we aim to provide primary education teachers with a selection of (serious) games in each of the main areas of the primary education curriculum in Quebec. The taxonomy of the games selected includes Serious Games (SG), designed for educational purposes from the start, but also repurposed games, which, despite not hav
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Mots-clés : Serious Game, Education
Cet article se propose de mettre en évidence les ressorts motivationnels des « jeux sérieux » à partir d’une expérimentation menée auprès d’un échantillon d’étudiants Tunisiens. Pour ce faire on a consacré une première partie théorique pour exploiter l’univers des « jeux sérieux » afin de comprendre les avantages de ce média en termes de m
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Mots-clés : Jeux sérieux, Motivation, Scénario Pédagogique, Interactivité
Gamification et jeux sérieux en e-santé 16h10 - 17h05Mme Teresa COLOMBI & M. Julian ALVAREZ / Vidéo en ligne Mme Teresa COLOMBI T. Colombi est née à Milan en 1974. Après un « Laurea » (Bac+5) en Psychologie du Travail et des Organisation, avec Spécialité Ergonomie obtenu à l’université de Turin en 2000, elle arrive en France pour approfondir ses travaux en Oculomé
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Mots-clés : e-santé, Gamification, Serious Game, e-health, Santé
There are currently a number of models, frameworks and methodologies for serious games analysis and design that provide useful interpretations of the possibilities and limitations offered by serious games. However, these tools focus mostly on high-level aspects and requirements and do not help understand how such high-level requirements can be concretely satisfied. In this paper, we present a conceptual model, called Activity Theory-based Model of Serious Games (ATMSG), that aims to fill this ga
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Mots-clés : Serious games, Educational serious games, Serious games analysis, Serious games design, Activity theory
AbstractOrganizing for idea generation is a recurring challenge in intensive innovation contexts. The literature on ideation has reached a compelling consensus on the features that such organizational devices must possess to support sufficient creativity: learning processes and a creative climate of confidence to promote collaboration. However, current practical methodologies struggle to simultaneously realize these two features. In this paper, we explore the potential of Serious Games, a collab
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Abstract:Serious games are an emerging technology that is growing in importance, providing benefits beyond pure entertainment in order to improve the users' realistic experience. Nowadays, there is increasing concern for people with cognitive troubles. Their cognitive capabilities could be improved so they can lead a better life. Serious games have great potential in stimulating cognitive abilities for different target audiences via multiple devices. Classifications of serious games should help
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Mots-clés : Cognitive stimulation, Analysis, Classification, Serious games