35 resultados para Casual Gaming


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Games voor onderwijs en training worden een serieuze zaak. Marktprognoses melden een jaarlijkse groei van 18% tot een wereldwijd volume van meer dan 5 miljard Euro in 2020. Games bieden leerlingen een virtuele praktijk, waarin ze actief kunnen oefenen. Studietaken worden levensechte uitdagingen die tot indringende leerervaringen leiden. Dat schept nieuwe mogelijkheden juist in het MBO, waar praktische ervaring vaak belangrijker is dan theoretische kennis. Deze sessie geeft een snelle update over serious games. Diverse game-mechanismen worden besproken aan de hand van actuele voorbeelden.

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This deliverable (D1.4) is an intermediate document, expressly included to inform the first project review about RAGE’s methodology of software asset creation and management. The final version of the methodology description (D1.1) will be delivered in Month 29. The document explains how the RAGE project defines, develops, distributes and maintains a series of applied gaming software assets that it aims to make available. It describes a high-level methodology and infrastructure that are needed to support the work in the project as well as after the project has ended.

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Salman, M. et al. (2016). Integrating Scientific Publication into an Applied Gaming Ecosystem. GSTF Journal on Computing (JoC), Volume 5 (Issue 1), pp. 45-51.

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This presentation explains how RAGE develops reusable game technology components and provides examples of their application.

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The past years have witnessed an increased use of applied games for developing and evaluating communication skills. These skills benefit from in-terpersonal interactions. Providing feedback to students practicing communica-tion skills is difficult in a traditional class setting with one teacher and many students. This logistic challenge may be partly overcome by providing training using a simulation in which a student practices with communication scenarios. A scenario is a description of a series of interactions, where at each step the player is faced with a choice. We have developed a scenario editor that enables teachers to develop scenarios for practicing communication skills. A teacher can develop a scenario without knowledge of the implementation. This paper presents the implementation architecture for such a scenario-based simulation.

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This report presents a summary of the RAGE Stakeholder consultation methodology, process, instruments and activities, which inform parallel work packages in the RAGE project; specifically workpackage 8 (responsible for development of the evaluation framework) and workpackage 9 (concerned with exploitation and sustainability).

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This paper presents and validates a methodology for integrating reusable software components in diverse game engines. While conforming to the RAGE com-ponent-based architecture described elsewhere, the paper explains how the interac-tions and data exchange processes between a reusable software component and a game engine should be implemented for procuring seamless integration. To this end, a RAGE-compliant C# software component providing a difficulty adaptation routine was integrated with an exemplary strategic tile-based game “TileZero”. Implementa-tions in MonoGame, Unity and Xamarin, respectively, have demonstrated successful portability of the adaptation component. Also, portability across various delivery platforms (Windows desktop, iOS, Android, Windows Phone) was established. Thereby this study has established the validity of the RAGE architecture and its un-derlying interaction processes for the cross-platform and cross-game engine reuse of software components. The RAGE architecture thereby accommodates the large scale development and application of reusable software components for serious gaming.

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This deliverable summarizes, validates and explains the purpose and concept behind the RAGE knowledge and innovation management platform as a self-sustainable Ecosystem, supporting innovation processes in the Applied Gaming (AG) industry. The Ecosystem portal will be developed with particular consideration of the demand and requirements of small and medium sized game developing companies, education providers and related stakeholders like AG researchers and AG end-users. The innovation potential of the new platform underlies the following factors: a huge, mostly entire collection of community specific knowledge (e.g., content like media objects, software components and best practices), a structured approach of knowledge access, search and browse, collaboration tools as well as social network analysis tools to foster efficient knowledge creation and transformation processes into marketable technology assets. The deliverable provides an overview of the current status and the remaining work to come, preceding the final version in month 48 of the RAGE project.

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This document describes the first bundle of core WP2 (user data analytics) client side components, including their specifications, usecases, and working prototypes. Included assets contain a description of their current status, and links to their full designs and downloadable versions. This deliverable only describes operational SW assets (even though beta) that are tested and documented. It should be noted, however, that various additional software assets (2.2d Cognitive Capacity Measurement and 2.3a Realtime Emotion Detection) are near completion for inclusion in games during the first pilot round. Those assets are still scheduled for inclusion in the final bundle deliverable D2.2.

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This document describes the first bundle of core WP2 (user data analytics) serverside components, including their specifications, usecases, and working prototypes. Included assets contain a description of their current status, and links to their full designs and downloadable versions.

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The current study builds upon a previous study, which examined the degree to which the lexical properties of students’ essays could predict their vocabulary scores. We expand on this previous research by incorporating new natural language processing indices related to both the surface- and discourse-levels of students’ essays. Additionally, we investigate the degree to which these NLP indices can be used to account for variance in students’ reading comprehension skills. We calculated linguistic essay features using our framework, ReaderBench, which is an automated text analysis tools that calculates indices related to linguistic and rhetorical features of text. University students (n = 108) produced timed (25 minutes), argumentative essays, which were then analyzed by ReaderBench. Additionally, they completed the Gates-MacGinitie Vocabulary and Reading comprehension tests. The results of this study indicated that two indices were able to account for 32.4% of the variance in vocabulary scores and 31.6% of the variance in reading comprehension scores. Follow-up analyses revealed that these models further improved when only considering essays that contained multiple paragraph (R2 values = .61 and .49, respectively). Overall, the results of the current study suggest that natural language processing techniques can help to inform models of individual differences among student writers.

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Text cohesion is an important element of discourse processing. This paper presents a new approach to modeling, quantifying, and visualizing text cohesion using automated cohesion flow indices that capture semantic links among paragraphs. Cohesion flow is calculated by applying Cohesion Network Analysis, a combination of semantic distances, Latent Semantic Analysis, and Latent Dirichlet Allocation, as well as Social Network Analysis. Experiments performed on 315 timed essays indicated that cohesion flow indices are significantly correlated with human ratings of text coherence and essay quality. Visualizations of the global cohesion indices are also included to support a more facile understanding of how cohesion flow impacts coherence in terms of semantic dependencies between paragraphs.

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Using online knowledge communities (OKCs) as informal learning environments poses the question how likely these will integrate newcomers as peripheral participants. Previous research has identified surface characteristics of the OKC dialog as integrativity predictors. Yet, little is known about the role of dialogic textual complexity. This contribution proposes a comprehensive approach based on previously validated textual complexity indexes and applies it to predict OKC integrativity. The dialog analysis of N = 14 blogger communities with a total of 1937 participants identified three main components of textual complexity: dialog participation, structure and cohesion. From these, dialog cohesion was higher in integrative OKCs, thus significantly predicting OKC integrativity. This result adds to previous OKC research by uncovering the depth of OKC discourse. For educational practice, the study suggests a way of empowering learners by automatically assessing the integrativity of OKCs in which they may attempt to participate and access community knowledge.

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The objective of D6.1 is to make the Ecosystem software platform with underlying Software Repository, Digital Library and Media Archive available to the degree, that the RAGE project can start collecting content in the form of software assets, and documents of various media types. This paper describes the current state of the Ecosystem as of month 12 of the project, and documents the structure of the Ecosystem, individual components, integration strategies, and overall approach. The deliverable itself is the deployment of the described components, which is now available to collect and curate content. Whilst this version is not yet feature complete, full realization is expected within the next few months. Following this development, WP6 will continue to add features driven by the business models to be defined by WP7 later on in the project.

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The RAGE Exploitation Plan is a living document, to be upgraded along the project lifecycle, supporting RAGE partners in defining how the results of the RAGE RIA will be used both in commercial and non-comercial settings. The Exploitation Plan covers the entire process from the definition of the business case for the RAGE Ecosystem to the creation of the sustainability conditions for its real-world operation beyond the H2020 project co-funding period. The Exploitation Plan will be published in three incremental versions, due at months 18, 36 and 42 of the project lifetime. This early stage version 1 of 3 is mainly devoted to: i. Setting-up the structure and the initial building blocks to be populated and completed in the future editions of the Exploitation Plan and to ii. providing additional guidance for market intelligence gathering, business modelling definition and validation, outreach and industry engagement and ultimately providing insights for the development, validation and evaluation of RAGE results across the project´s workplan execution. These tasks will in turn render suitable inputs to enhance the two future editions of the Exploitation Plan.