Videos with tag context-aware
Results 1-6 of 6
 
00:30.13
00:30.13
00:30.13

Context-Aware Mobile Role Playing Game (CAM-RPG)-30-second video

In 2010, the research team of context-aware sub-project developed a Context-Aware Mobile Educational Game (CAMEG). The game generated a series of learning activities (i.e., a learning activity chain) to enable the students to interact with specific real (e.g., projector, rest room, pine tree, etc.) and virtual (payroll system, business policy, E-Commerce course, etc.) objects in authentic environments. The series of learning activities were automatically generated for individual students according to their learning history and surrounding context (i.e., learning objects associated with the chosen role that the student wants to play and the chosen learning theme, student's location, etc.). Multi-agent system design principles were adopted into the game; hence, the game could run on different smartphones easily with the help of multiple agents. In 2010, a usability assessment was conducted for the game and the results indicated that male and female participants felt quite differently towards the effectiveness of the game. In particular, female participants' responses to the perceived effectiveness and satisfaction towards the game were more positive than those of male participants. The results were aligned with other researchers' findings in the literature, that have indicated that males tend to get bored with educational games very quickly, whereas females have more positive perceptions towards such games. The research team has created a virtual science park in school campus, in which we relocate famous international business virtually to make the students have chance to visit those companies and learn concepts and products related to undergraduate level Management Information System course.

Added: 1516 days ago by maiga

Views: 697 | Comments: 0 | Not yet rated

 
06:30
06:30
06:30

National Palace Museum (NPM) Adventure

This research designs a method to embed game elements into museum learning to provide students personalized learning experience and activities in a museum. A mobile educational role playing game called National Palace Museum Adventure has been implemented and a pilot has been conducted to evaluate the effectiveness of doing informal learning in the museum via the game-playing. The results show that the game does engage students doing learning activities in the museum continuously and help students learn the knowledge embedded in the artifacts. Many interesting and important findings have been found. For instance, the game does keep the students from leaving the museum and does keep them learning and playing in the museum. Moreover, the students do learn the knowledge associate with the artifacts but at meanwhile the students do treat the game a game. With such finding, museums and exhibitions may consider to provide their visitors similar mobile role playing game apps to not only make visitors learn something while visiting the places but also make them come again and again Ė to make informal learning continue and life-long.

Added: 1518 days ago by maiga

Views: 658 | Comments: 0 | Not yet rated

 
03:18
03:18
03:18

Context-Aware Mobile Role Playing Game (CAM-RPG) - Story Generation Process

In 2010, the research team of context-aware sub-project developed a Context-Aware Mobile Educational Game (CAMEG). The game generated a series of learning activities (i.e., a learning activity chain) to enable the students to interact with specific real (e.g., projector, rest room, pine tree, etc.) and virtual (payroll system, business policy, E-Commerce course, etc.) objects in authentic environments. The series of learning activities were automatically generated for individual students according to their learning history and surrounding context (i.e., learning objects associated with the chosen role that the student wants to play and the chosen learning theme, student's location, etc.). Multi-agent system design principles were adopted into the game; hence, the game could run on different smartphones easily with the help of multiple agents. In 2010, a usability assessment was conducted for the game and the results indicated that male and female participants felt quite differently towards the effectiveness of the game. In particular, female participants' responses to the perceived effectiveness and satisfaction towards the game were more positive than those of male participants. The results were aligned with other researchers' findings in the literature, that have indicated that males tend to get bored with educational games very quickly, whereas females have more positive perceptions towards such games. The research team has created a virtual science park in school campus, in which we relocate famous international business virtually to make the students have chance to visit those companies and learn concepts and products related to undergraduate level Management Information System course.

Added: 1518 days ago by maiga

Views: 878 | Comments: 0 | Not yet rated

 
03:19
03:19
03:19

Context-Aware Mobile Role Playing Game (CAM-RPG) is a MMORPG in the real world

In 2010, the research team of context-aware sub-project developed a Context-Aware Mobile Educational Game (CAMEG). The game generated a series of learning activities (i.e., a learning activity chain) to enable the students to interact with specific real (e.g., projector, rest room, pine tree, etc.) and virtual (payroll system, business policy, E-Commerce course, etc.) objects in authentic environments. The series of learning activities were automatically generated for individual students according to their learning history and surrounding context (i.e., learning objects associated with the chosen role that the student wants to play and the chosen learning theme, student's location, etc.). Multi-agent system design principles were adopted into the game; hence, the game could run on different smartphones easily with the help of multiple agents. In 2010, a usability assessment was conducted for the game and the results indicated that male and female participants felt quite differently towards the effectiveness of the game. In particular, female participants' responses to the perceived effectiveness and satisfaction towards the game were more positive than those of male participants. The results were aligned with other researchers' findings in the literature, that have indicated that males tend to get bored with educational games very quickly, whereas females have more positive perceptions towards such games. The research team has created a virtual science park in school campus, in which we relocate famous international business virtually to make the students have chance to visit those companies and learn concepts and products related to undergraduate level Management Information System course.

Added: 1518 days ago by maiga

Views: 557 | Comments: 0 | Not yet rated

 
02:55
02:55
02:55

Context-Aware Mobile Role Playing Game (CAM-RPG) - The Game Play

In 2010, the research team of context-aware sub-project developed a Context-Aware Mobile Educational Game (CAMEG). The game generated a series of learning activities (i.e., a learning activity chain) to enable the students to interact with specific real (e.g., projector, rest room, pine tree, etc.) and virtual (payroll system, business policy, E-Commerce course, etc.) objects in authentic environments. The series of learning activities were automatically generated for individual students according to their learning history and surrounding context (i.e., learning objects associated with the chosen role that the student wants to play and the chosen learning theme, student's location, etc.). Multi-agent system design principles were adopted into the game; hence, the game could run on different smartphones easily with the help of multiple agents. In 2010, a usability assessment was conducted for the game and the results indicated that male and female participants felt quite differently towards the effectiveness of the game. In particular, female participants' responses to the perceived effectiveness and satisfaction towards the game were more positive than those of male participants. The results were aligned with other researchers' findings in the literature, that have indicated that males tend to get bored with educational games very quickly, whereas females have more positive perceptions towards such games. The research team has created a virtual science park in school campus, in which we relocate famous international business virtually to make the students have chance to visit those companies and learn concepts and products related to undergraduate level Management Information System course.

Added: 1518 days ago by maiga

Views: 441 | Comments: 0 | Not yet rated

 
16:05
16:05
16:05

TMA4 Final Presentation - Implications of userís privacy and acceptance levels on Context aware Ubiquitous and Pervasive applications

This is the presentation of my TMA 4 paper, which intent was to The intent of this research is to investigate the implications Context aware application have on userís privacy and the acceptance level the user may or may not have towards implicit Context aware applications.

Added: 1577 days ago by leogvbr

Views: 403 | Comments: 0 | Not yet rated