作者:
Hicks, AlexShi, YangLekshmi-Narayanan, Arun-BalajieeYan, WeiMarwan, SamihaDept of Computer Science
Virginia Tech Blacksburg VA Dept of Computer Science Utah State University Logan UT Intelligent Systems Program University of Pittsburgh Pittsburgh PA School of Informatics Computing and Cyber Systems North Arizona University Flagstaff AZ Dept. of Computer Science University of Virginia wCharlottesville VA
Students’ interactions while solving problems in learning environments (i.e. log data) are often used to support students’ learning. For example, researchers use log data to develop systems that can provide students...
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This research investigates the novel application of Dynamic Game Balancing (DGB) techniques in the context of a hybrid chess-survival roguelike game, a unique combination of genres not widely explored in previous stud...
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ISBN:
(数字)9798331513320
ISBN:
(纸本)9798331513337
This research investigates the novel application of Dynamic Game Balancing (DGB) techniques in the context of a hybrid chess-survival roguelike game, a unique combination of genres not widely explored in previous studies. The study addresses two primary research questions: the identification of suitable DGB techniques for these genres and the enhancement of user experience through DGB. A game prototype was developed using Unity, where players control a chess knight in a turn-based system, facing increasingly challenging enemy pieces. The DGB system dynamically adjusts the game's difficulty based on player performance, utilizing various inputs such as damage received or dealt, health points, powerup usage, and decision speed. Preliminary results from 14 beta-testers show overall positive feedback, with players reporting higher engagement and enjoyment due to the seamless difficulty adjustments, as reflected by the high mean scores from surveys like the User Experience Questionnaire (UEQ). This research fills a gap in the literature by demonstrating the feasibility and benefits of integrating DGB in a chess-survival roguelike setting. These findings highlight the potential for DGB to significantly improve player experience in hybrid game genres, suggesting that its application can create more adaptive and immersive gaming environments in various other genres as well.
Deafness is a condition that results in the loss of hearing function, hindering the reception of information such as oral communication that relies on auditory senses. Consequently, individuals with hearing impairment...
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Sign language is the most commonly used communication medium for people who are deaf and mute. By using body movements, they can convey meaning through visual cues, not vocal cues. This type of language is learned alm...
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Industry 4.0 will bring not only transformation to the manufacturing technologies but also to the profile of the workforce. Education system should be revised to prepare the future graduates embracing the knowledge of...
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Automated machine learning (AutoML) creates additional opportunities for less advanced users to build and test their own data mining models. Even though AutoML creates the models for the user, there is still technical...
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Virtual Reality (VR) is a technology that allows users to interact with a simulated environment created by virtual reality capabilities through the intermediary of computers, simulator tools, and others, providing new...
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Virtual Reality (VR) is a technology that allows users to interact with a simulated environment created by virtual reality capabilities through the intermediary of computers, simulator tools, and others, providing new experiences and can feel experiences that are not possible in the real world. This research aims to identify and analyze what challenges may occur such as technical, social, and ethical barriers in the development and application of VR technology. Using a mixed methods approach, we collected quantitative data from Kaggle's dataset and conducted in-depth interviews with active VR users. Our findings show that although VR has significant potential in various fields, such as education, healthcare, and entertainment, challenges such as motion sickness, high costs, and limited and engaging content hinder the widespread adoption of VR technology. The study also highlights the importance of improving technologies that need to be implemented such as visual capabilities, motion responsiveness, and audio quality to enhance the user experience when using VR. By overcoming these barriers, VR can maximize its positive impact and become a revolutionary tool in various sectors.
Since cloud computing becoming the trend, the way servers being implemented slowly moves to the cloud. Companies did not need to buy a physical server machine to deploy an app. Having a private server on cloud infrast...
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Sign language is one of the technique to support communication with deaf and speech impaired people. Nowadays, human needs become more complex, so are the needs of people with those disabilities. Therefore, with the s...
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Sign language is one of the technique to support communication with deaf and speech impaired people. Nowadays, human needs become more complex, so are the needs of people with those disabilities. Therefore, with the sophistication of modern technology in the field of computerscience, it is necessary to have a sign language translation system which is capable to convert human gestures into words or spelling letters in a natural human language, especially Indonesian language and SIBI sign language. This research is conducted to analyze the capabilities of an Artificial Neural Network (ANN) system to translate SIBI sign language into Indonesian language. The analysis is performed quantitatively from the experiment results to gain a descriptive insights for the generated models. By creating two datasets containing alphabets and words in SIBI sign language, two models were generated to predict alphabets and words, respectively. The result shows that ANN model could effectively and efficiently perform a sign language translation with accuracy of alphabet prediction reached 96.15% and words prediction reached 99.45% in duration of prediction without exceeding 0.15 seconds. Regarding to the results, it can be concluded that ANN model quantitatively suitable to be implemented as an Indonesian sign language translator system.
Evaluation of cryptocurrency's performance is performed questionably. There is no role for computer-model, make such an evaluation process does not have guidance. In this study, a simple decision support model (DS...
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