نتایج جستجو برای: showing the reality

تعداد نتایج: 16068087  

2005
F. Wilhelm

The paper presents a learning environment where on-site and remote components merge into a cooperative learning process. The envisaged system allows working together with complex real and virtual systems, consisting of parts which may be remotely distributed. The learning environment includes a supportive web-database with multimedia learning sequences providing theoretical background informati...

Journal: :Presence 2009
Greg Welch

In 1960 Rudolph E. Kalman published his now famous article describing a recursive solution to the discrete-data linear filtering problem (Kalman, “A new approach to linear filtering and prediction problems,” Transactions of the ASME—Journal of Basic Engineering, 82 (D), 35–45, 1960). Since that time, due in large part to advances in digital computing, the Kalman filter has been the subject of e...

2011
Elizabeth Bonsignore Kari Kraus Marc Ruppel

Alternate Reality Games (ARGs) are a new genre of transmedia practice where players collaboratively hunt for clues, make sense of disparate information, and solve puzzles to advance an ever-changing narrative that is woven into the fabric of the real world. This paper highlights the potential for ARGs to promote 21 Century literacy skills. We propose a meta-level framework for 21 century litera...

2009
A. V. Iyer L. D. Cosand Christopher G. Courtney Albert A. Rizzo Thomas D. Parsons

Psychophysiological assessment in the context of virtual environments is a promising means for benchmarking the efficacy and ecological validity of virtual reality scenarios. When applied to humancomputer interaction, psychophysiological and affective computing approaches may increase facility for development of the next generation of humancomputer systems. Such systems have the potential to us...

2016
Christopher R. Bennett Richard R. Corey Uro Giudice Nicholas A. Giudice

The aging process is associated with changes to many tasks of daily life for older adults, e.g. driving. This is particularly challenging in rural areas where public transportation is often non-existent. The current study explored how age affects driving ability through use of an immersive virtual reality driving simulator. Participants were required to respond to typical driving events: stop‐ ...

2002
Anton Nijholt

In this paper we discuss two of our projects on virtual realities. First there is the virtual reality project Gulliver. This project is part of a more comprehensive project conceived by two artists, Matjaž Štuk and Alena Hudcovicová, called “Gulliver’s Museum of Living Art”. Our part of the project involves a virtual reality version of Swift’s Gulliver figure that can be entered and explored by...

2013
Yu-Han Chang Rajiv T. Maheswaran Jihie Kim Linwei Zhu

Alternate reality games (ARGs) are a promising new approach for increasing student engagement; however, automated methods for analyzing and optimizing game play are non-existent. We captured the player communication generated by a recent STEM-focused ARG that we piloted in a Los Angeles charter high school. We used shallow sentiment analysis to gauge the levels of various emotions experienced b...

2009
Hideyuki Tamura Hirokazu Kato

We collectively term the framework for the proposed benchmark test, as well as evaluation software now in the pipeline and the body of evaluation data as TrakMark, with the group assigned to work thereon as the TrakMark WG. This title borrows from terms often found in the PC field, such as PCMark and 3DMark. Establishment of the TrakMark WG was approved at the 33rd SIG-MR Committee Meeting held...

2015
Patrick Jagoda Melissa Gilliam Peter McDonald Christopher Russell

Gamication—the use of game mechanics in conventionally nongame activities— has received attention in the eld of education. Games, however, are not reducible to the common mechanisms of gamication that target extrinsic motivation, and may also include elements such as role playing, world making, and collective storytelling. Here, the authors discuss the potential learning benets of largescal...

2011
Jaakko Stenros Jussi Holopainen Annika Wærn Markus Montola Elina M. I. Ollila

Alternate Reality Games (ARG) tend to have story-driven game structures. Hence, it is useful to investigate how player activities interact with the often pre-scripted storyline in this genre. In this article, we report on a study of a particular ARG production, Conspiracy For Good (CFG), which was at the same time emphasising the role of strong storytelling, and active on-site participation by ...

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