Research on game interaction has been popular in recent years. Interactive narrative games are a branch of role-playing game games. In order to give interactive narrative games a stronger sense of immersion and a more...
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ISBN:
(纸本)9783031359293;9783031359309
Research on game interaction has been popular in recent years. Interactive narrative games are a branch of role-playing game games. In order to give interactive narrative games a stronger sense of immersion and a more diverse experience, the study of their interaction methods is essential. In this paper, we start from the development experience of interactive narrative games and categorize the existing game interaction methods into eight types: visual, auditory, tactile, gesture, expression, virtual reality, augmented reality, and intentional interaction according to the existing applications. And on this basis, based on the interaction design principles proposed by Donald Norman and the acceptance aesthetics theory proposed by Hans Robert Jauss, the interaction methods of future interactive narrative games are explored. Finally, the trend of interaction development and innovation of interactive narrative games is summarized as five points: the compounding of interaction medium, the naturalization of interaction behavior, the receptive innovation of interactive aesthetics, the warning innovation of interaction ethics, and the development of dual-universe integration of interaction experience.
Digitalization of higher education is amongst the most important and most researched areas in recent years. the COVID19 pandemic ensured rapid movement into less known environments of the digitization process, online ...
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ISBN:
(纸本)9783031344107;9783031344114
Digitalization of higher education is amongst the most important and most researched areas in recent years. the COVID19 pandemic ensured rapid movement into less known environments of the digitization process, online environments and synchronous teaching, otherwise known as Video Conferencing (VC). New areas of interest concerning hardware, software, pedagogical approaches, support services and regulations and rules emerged. In this paper, we present results of a study aiming at investigating how VC is being implemented and used in a Norwegian context. the study aims at identifying the challenges experienced when using online conferencing systems and specify best practices from different contexts to be used for later ideation and models for developing a new system for VC. these aims are being achieved in the study through focus group collaborative work considering different problems occurring when doing VC, and through seven in-depth interviews with different personnel employed at the Norwegian University of science and technology. the data collected are analyzed using content analysis and used to design a best practice according to the PACT framework. the results show that even if the resources are available, we still have a way to go working withthe culture of being digital and providing good VC experiences for lecturers and students. We also derived best case scenarios for using the inherent advantages found in technology. this in turn can provide better academic learning outcomes from VC if used in a proper way.
Academic qualifications and degrees are important manifestations of students' acceptance of higher education and important proof of social recognition. However, the existing certification system for academic quali...
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ISBN:
(纸本)9798350349184;9798350349191
Academic qualifications and degrees are important manifestations of students' acceptance of higher education and important proof of social recognition. However, the existing certification system for academic qualifications and degrees has problems such as complex processes, centralization, and difficulty in tracing, leading to serious fraud and difficulty in meeting the comprehensive talent evaluation and data verification needs of employers. the article proposes privacy protection and data verification methods based on asymmetric encryption technology to protect the entire process of education authentication;At the same time, a smart contract upgrade method was proposed to support iterative development;And adopt an on chain and off chain collaborative storage solution to improve the operational efficiency of the blockchain system. Based on the existing problems in academic degree certification and combined withthe above methods, a complete system for academic degree certification has been constructed. After testing, all functions of the system are good and meet the expected results.
this paper explores how the Metaverse can be used in the context of learning and collaboration. In it we seek to dispel the story that the Metaverse is just another synonym for Virtual Reality and future technology. I...
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ISBN:
(数字)9783031345500
ISBN:
(纸本)9783031345494;9783031345500
this paper explores how the Metaverse can be used in the context of learning and collaboration. In it we seek to dispel the story that the Metaverse is just another synonym for Virtual Reality and future technology. Instead we will argue that the Metaverse is another interface scaffolding story akin to an interactionmetaphor and can be used in an analogous manner to that of the Desktop Metaphor. How it is rendered in reality is a very flexible implementation detail. Instead, it should be thought of as a conceptual space and as an information sharing channel. As long as you are engaging in the Metaverse conceptually you can be there practically and in reality. As such it can be a low bandwidth and/or a high bandwidth information superhighway, depending on the specific mode of interaction. the use of metaphor and sharing has been with us a long time in learning technology and shared/collaborative interaction. So it is wrong to put down the aims and objectives of the Metaverse for education as just an exercise in expensive high bandwidth Virtual Reality. It is not something that is based on technology for technology's sake. It clearly has a role for those with access to advanced technologies, bandwidth, and hardware. In this paper we will however argue that this limited view fails to understand the possibilities it opens up for those who do not have such facilities available. Instead the Metaverse provides learning and collaboration possibilities for the many, not the privileged few.
Recently, federated learning (FL) becomes a emerging research area, and the combination of edge computing and FL is one of the important research contents. However, there are many kinds of edge devices in heterogeneou...
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Based on the advanced distributed identity management system, its application of contemporary advanced science and technology was explored for the assessment of graduate students' scientific research and innovatio...
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this paper deals with mixed reality in vocational training settings. the main focus of this paper is a state-of-the-art analysis conducted in April 2022. Trainers from three vocational sites in Germany were questioned...
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ISBN:
(纸本)9783031358968;9783031358975
this paper deals with mixed reality in vocational training settings. the main focus of this paper is a state-of-the-art analysis conducted in April 2022. Trainers from three vocational sites in Germany were questioned and interviewed on the state of digitization in their facilities as well as expectations and worries concerning the work with mixed reality (MR). the results give valuable insights on current digital learning standards in vocational training and help to formulate recommendations. this will be used for MR development in the project EdALMR 4.0. But gives also hints beyond the project. three training programs with a certain distance from digital skills have been examined: hairdressing, warehouse/logistics and kitchen specialist. through learning offers that run via mixed reality glasses, people are directly supported at work and can do interactive exercises that are intended to prepare them for entering the labour market and increase their ability to work on the first labour market.
While significant investments have been made in the exploration of ethics in computation, recent advances in high performance computing (HPC) and artificial intelligence (AI) have reignited a discussion for more respo...
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ISBN:
(纸本)9783031346675;9783031346682
While significant investments have been made in the exploration of ethics in computation, recent advances in high performance computing (HPC) and artificial intelligence (AI) have reignited a discussion for more responsible and ethical computing with respect to the design and development of pervasive sociotechnical systems within the context of existing and evolving societal norms and cultures. the ubiquity of HPC in everyday life presents complex sociotechnical challenges for all who seek to practice responsible computing and ethical technological innovation. the present paper provides guidelines which scientists, researchers, educators, and practitioners alike, can employ to become more aware of one's personal values system that may unconsciously shape one's approach to computation and ethics.
this paper proposes the research on exploring the collaborative education path of labor education and innovation and entrepreneurship education in computer majors. the research method is to design solutions and method...
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the development of weaving and embroidery intangible cultural heritage handicraft industry has lagged in recent years. Under the impact of Internet, how to stimulate children's interest in learning embroidery craf...
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ISBN:
(纸本)9783031480591;9783031480607
the development of weaving and embroidery intangible cultural heritage handicraft industry has lagged in recent years. Under the impact of Internet, how to stimulate children's interest in learning embroidery crafts, thus promoting the inheritance of embroidery intangible cultural heritage is the focus of this paper. this paper focuses on the application of children's embroidery gamified interactive design in children's education, which makes it easier for children to grasp the knowledge of embroidery through gamified interaction, so that today's intangible cultural heritage skills can be inherited and popularized. Secondly, we analyze the psychological characteristics of children from the point of view of teaching for fun, and use gamified interaction to guide children to know more about the intangible cultural heritage of embroidery. Finally, we analyze the design relationship between embroidery skills and product interaction from the perspective of a large number of actual cases.
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