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Sign language has been extensively studied as a means of facilitating effective communication between hearing individuals and the deaf community. With the continuous advancements in virtual reality (VR) and gamification technologies, an…
The aim of this work is to contribute to the development of a tactile device for visually impaired and blind persons in order to let them to understand actions of the surrounding people and to interact with them. First, based on the…
In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing.…
Computer graphics, often associated with films, games, and visual effects, has long been a powerful tool for addressing scientific challenges--from its origins in 3D visualization for medical imaging to its role in modern computational…
With the increasing of computer capabilities, Computer aided ergonomics (CAE) offers new possibilities to integrate conventional ergonomic knowledge and to develop new methods into the work design process. As mentioned in [1], different…
Teaching motor skills such as playing music, handwriting, and driving, can greatly benefit from recently developed technologies such as wearable gloves for haptic feedback or robotic sensorimotor exoskeletons for the mediation of effective…
Graphical perception studies are a key element of visualization research, forming the basis of design recommendations and contributing to our understanding of how people make sense of visualizations. However, graphical perception studies…
Learning Games (LGs) are educational environments based on a playful approach to learning. Their use has proven to be promising in many domains, but is at present restricted by the time consuming and costly nature of the developing process.…
In this article, we present our findings from ten years of research on intelligent educational games. We discuss the architecture of our training environments for learning spelling and mathematics, and specifically focus on the…
Sign language is a gesture-based symbolic communication medium among speech and hearing impaired people. It also serves as a communication bridge between non-impaired and impaired populations. Unfortunately, in most situations, a…
Recent advances in program synthesis offer means to automatically debug student submissions and generate personalized feedback in massive programming classrooms. When automatically generating feedback for programming assignments, a key…
Sign(ed) languages use gestures, such as hand or head movements, for communication. Sign language recognition is an assistive technology for individuals with hearing disability and its goal is to improve such individuals' life quality by…
Increasing user engagement is constant challenge for Intelligent Tutoring Systems researchers. A current trend in the ITS field is to increase engagement of proven learning systems by integrating them within games, or adding in game like…
Visual design instructors often provide multi-modal feedback, mixing annotations with text. Prior theory emphasizes the importance of actionable feedback, where "actionability" lies on a spectrum--from surfacing relevant design concepts to…
This study investigates learners' preferences for game design elements (GDEs) in educational contexts to inform the development of purpose-driven gamification strategies. It emphasizes a learner-centered approach that aligns gamification…
As digital games continue to be explored as solutions to educational and behavioural challenges, the need for evaluation methodologies which support both the unique nature of the format and the need for comparison with other approaches…
We provide ongoing results from the development of a personalized learning system integrated into a serious game. Given limited instructor resources, the use of computerized systems to help tutor students offers a way to provide higher…
The present paper aims at providing the theoretical background required for investigating the use of the Microsoft Kinect$^{\rm TM}$ (`Kinect', for short) sensors (original and upgraded) in the analysis of human motion. Our methodology is…
Games are a popular form of entertainment. However, many computer games present unnecessary barriers to players with sensory, motor and cognitive impairments. In order to overcome such pitfalls, an awareness of their impact and a…
This letter presents a physical human-robot interaction scenario in which a robot guides and performs the role of a teacher within a defined dance training framework. A combined cognitive and physical feedback of performance is proposed for…