Quantitative models of whole body expressive movement can be developed by combining methods form biomechanics, psychology, and statistics. The purpose of this paper was to use moti...
Games are increasingly being used as educational tools, in part because they are presumed to enhance student motivation. We look at student motivation in games from the viewpoint o...
Amy Ogan, Vincent Aleven, Julia Kim, Christopher J...
In this paper, we describe lexical rule-based approach to affect sensing from text, and application of the developed Affect Analysis Model in 3D virtual world Second Life. To enric...
Alena Neviarouskaya, Helmut Prendinger, Mitsuru Is...
During persistent surveillance of a given population in a conflict situation, data management can quickly become unwieldy due to the inundation of low-level information from many, ...
Colleen L. Phillips, Norman D. Geddes, Justin T. S...
Game developers have begun applying formal human-computer interaction (HCI) principles in design. Desurvire et al [2] adapted a set of Heuristics for productivity software to games...
Abstract. In this paper we present a newly designed annotation and collaboration component, which has been prototypically implemented on top of an ERP (Enterprise Resource Planning...
It becomes more difficult to find valuable contents in the Web 2.0 environment since lots of inexperienced users provide many unorganized contents. In the previous researches, peop...
In the Web 2.0 era, people not only read web contents but upload, view, share and evaluate all contents on the web. This leads us to introduce a new type of social network that is ...
Virtual communities that make use of social network site features blend known applications of virtual communities. These communities can be simultaneously social and commercial, or...