Related papers: A design science exploration of a visual-spatial l…
The design of a serious game is presented that served as an instrument to motivate and aid to Physics education using active and ludic learning, specifically the topic of free fall of objects, with diverse educational purposes, first to…
Architectural Education faces limitations due to its tactile approach to learning in classrooms with only 2-D and 3-D tools. At a higher level, virtual reality provides a potential for delivering more information to individuals undergoing…
We contribute a first design space on visualizations in motion and the design of a pilot study we plan to run in the fall. Visualizations can be useful in contexts where either the observation is in motion or the whole visualization is…
The current software development tools show the same form of interaction as when they started back, in the mid 70's. However, since the appearance of visual languages and due to their own nature, they can be handled by tools which have…
With the rapid development of online education in recent years, there has been an increasing number of learning platforms that provide students with multi-step questions to cultivate their problem-solving skills. To guarantee the high…
Aging or sedentary behavior can decrease motor capabilities causing a loss of autonomy. Prevention or readaptation programs that involve practice of physical activities can be precious tools to fight against this phenomenon. ?Serious? video…
Recent advances in immersive technology have opened new possibilities in sports training, especially for activities requiring precise motor skills, such as tennis. In this paper, we present a virtual reality (VR) tennis training system…
This paper presents a novel game prototype that uses music and motion detection as preventive medicine for the elderly. Given the aging populations around the globe, and the limited resources and staff able to care for these populations,…
This report is a summary of research conducted on cloth tracking for automated textile manufacturing during a two semester long research course at Georgia Tech. This work was completed in 2009. Advances in current sensing technology such as…
In recent years, there has been an increasing interest in the use of robotic technology at home. A number of service robots appeared on the market, supporting customers in the execution of everyday tasks. Roughly at the same time, consumer…
In this research, patent prosecution is conceptualized as a system of reinforcement learning from human feedback. The objective of the system is to increase the likelihood for a language model to generate patent claims that have a higher…
Games research and industry have developed a solid understanding of how to design engaging, playful experiences that draws players in for hours and causes them to lose their sense of time. While these designs can provide enjoyable…
Recent advances in tracking sensors and pose estimation software enable smart systems to use trajectories of skeleton joint locations for supervised learning. We study the problem of accurately recognizing sign language words, which is key…
Promoting exercise and promoting fun in sport and activity is a common goal of schools. However, children and adolescents do not exercise enough, which can favor a number of chronic illnesses. Exercise and sports often require coordination…
In this paper, we have worked on reducing burden on mechanic involving complex automobile maintenance activities that are performed in centralised workshops. We have presented a system prototype that combines Augmented Reality with Kinect.…
Sketching is a natural and effective visual communication medium commonly used in creative processes. Recent developments in deep-learning models drastically improved machines' ability in understanding and generating visual content. An…
Kinect skeleton tracker is able to achieve considerable human body tracking performance in convenient and a low-cost manner. However, The tracker often captures unnatural human poses such as discontinuous and vibrated motions when…
Children learn though play. We introduce the analogous idea of learning programs through play. In this approach, a program induction system (the learner) is given a set of tasks and initial background knowledge. Before solving the tasks,…
This article proposes and discusses qualitatively the use of a didactic board game in Science Education for high school students. The game contemplates in an interdisciplinary way the areas of Physics, Biology, Chemistry and Astronomy and…
Educational games are being increasingly used to support self-paced learning. However, educators and system designers often face challenges in monitoring student affect and cognitive load. Existing assessments in game-based learning…