JETSAN 2014 : l'UTT accueille le rendez-vous annuel de la télésantéPlus de 100 acteurs intervenant dans le cadre de la télésanté attendus les 25 et 26 juin 2014 à TroyesLe 13 juin 2014 L'UTT accueille, les 25 et 26 juin 2014, le colloque JETSAN 2014 (Journées d'étude en Télésanté), une manifestation nationale annuelle dont la première édition a eu lieu en 2011. Le but de ces Journées sci
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Mots-clés : e-santé, Télésanté, Serious Game, Jeu sérieux
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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Mots-clés : Big Five, Experiment, Idea Assessment, Personality Traits, Serious Games, Service Innovation, Team Formation
Dispositif de communication s’appuyant sur le jeu vidéo, le serious game est de plus en plus en plus utilisé par les entreprises à des fins diverses (marketing, formation, recrutement). Cet essai montre que ces dispositifs contribuent à construire et véhiculer des valeurs et des normes sur le monde de l’entreprise. Sarah Labelle & Aude Seurrat, « Jouer pour être recruté », La Vie des idées, 3 juin 2014.
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Mots-clés : Serious Game, Recrutement, Entreprise, Communication
ABSTRACT This thesis addresses the problems of the development of serious games, focusing particularly on bridging the gap between of two separate communities: developers and domain experts, that is, educators. Nowadays, students are used to “consume” a large number of games for different purposes (mainly for leisure), and they are expecting a certain quality level in the games (e.g. media assets, story, effects, etc.) and affecting the attitude of playing the game if it does no
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Mots-clés : Educational video games, Serious games, Game design, Human-Computer interaction, Game engine
ABSTRACT This thesis explores the use of serious games from an instructor perspective. More specifically, it aims to study the roles of instructors and how they can be facilitated within an instructor-led game-based training environment. Research within the field of serious games has mostly focused on the learners’ perspective, but little attention has been paid to what the instructors do and what challenges that entails. In this thesis, I argue that serious games, as artefacts used f
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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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Mots-clés : Learning, Modeling, Games
Abstract The aim of this thesis is to investigate whether it is possible for a teacher (as a non-game developer) to create educational computer games that could be considered fun‟ to play. The influences of game genre and graphical fidelity on this process are also investigated, along with the practicalities and barriers that constrain the (mainstream) use of computer games within the education system.A literature review was conducted into the motivations for using educational games,
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Mots-clés : Educational games, Jeux vidéo
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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Mots-clés : Learning, Painting
Cette conférence a pour but de sensibiliser les professionnels de santé au Serious Game et à ses applications possibles dans le domaine de la santé.
Mots-clés : Serious game, Health Game, Histoire, Rétrogaming, Santé
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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Mots-clés : Autism, Facial emotion recognition, Gesture-based interaction, Kinect, Natural user interface