Presentation at IVA 2015 in Delft. I explain how we made a serious game for training social skills of police students and evaluated this at the Dutch Police Academy.
Games, Gamification and the Need for Engaging LearnersKarl Kapp
Explore how games provide engaging learning opportunities as we discuss a broad scientific overview of what we know from research about the effectiveness of game-related techniques for engaging learners. This session shows you how to use the existing research literature in your own design and delivery of engaging online learning. You will be provided with tips and techniques for matching research findings to your own e-learning design
Houston, ASTD: What Research Tells Us about Games, Gamification and LearningKarl Kapp
his decidedly unacademic presentation provides a broad scientific overview of what we know from research about the effectiveness today’s technology for changing learner behaviors through games.
We will discuss the use of 3D avatars to change learner behaviors; we will consider how playing a video game changes a person’s behavior and how storytelling helps learners memorize facts. We’ll answer questions like: Are two avatars better in an e-learning module than one? Does the appearance of an avatar impact the person when they’ve finished working with the avatar? Do serious games have to be entertaining to be educational?
This engaging, exciting session shows you how to use the existing research literature in your own design and delivery of online learning.
You will be provided with tips and techniques for matching research findings to your own e-learning design. We’ll move the concepts from research-to-practice. Discover how research-based practices really fit in with today's fast-paced need for quick, effective instruction online instruction.
Games create engagement - the cornerstone of any positive learning experience. With the growing popularity of digital games and game-based interfaces, it is essential that gamification be part of every learning professional's toolbox. During this program, international learning expert Karl M. Kapp reveals the value of game-based mechanics to create meaningful learning experiences. Every learning manager, instructional designer, and trainer needs to be aware of the influence of this leading edge engagement technique.
What Research Tells us About Designing and Creating Game-Based LearningKarl Kapp
1. Research shows that games and simulations can be 11-14% more effective for learning than traditional methods alone. They are most effective when embedded within a curriculum with support materials and debriefing.
2. Key elements of games that improve learning recall and application include interactive storytelling with avatars, multiple levels of challenge, and feedback systems.
3. Effective "serious games" apply these elements by providing learners with contextual stories and scenarios, opportunities for embodied learning through avatars, and systems to receive guidance and assess progress.
Autimisms - An Optimistic View of Life on the SpectrumJodi Murphy
Our inspirational little e-book of optimism from the women who work with, support and love someone on the autism spectrum. We hope our words lift you up and help you on your own autism journey.
Games, Gamification and the Need for Engaging LearnersKarl Kapp
Explore how games provide engaging learning opportunities as we discuss a broad scientific overview of what we know from research about the effectiveness of game-related techniques for engaging learners. This session shows you how to use the existing research literature in your own design and delivery of engaging online learning. You will be provided with tips and techniques for matching research findings to your own e-learning design
Houston, ASTD: What Research Tells Us about Games, Gamification and LearningKarl Kapp
his decidedly unacademic presentation provides a broad scientific overview of what we know from research about the effectiveness today’s technology for changing learner behaviors through games.
We will discuss the use of 3D avatars to change learner behaviors; we will consider how playing a video game changes a person’s behavior and how storytelling helps learners memorize facts. We’ll answer questions like: Are two avatars better in an e-learning module than one? Does the appearance of an avatar impact the person when they’ve finished working with the avatar? Do serious games have to be entertaining to be educational?
This engaging, exciting session shows you how to use the existing research literature in your own design and delivery of online learning.
You will be provided with tips and techniques for matching research findings to your own e-learning design. We’ll move the concepts from research-to-practice. Discover how research-based practices really fit in with today's fast-paced need for quick, effective instruction online instruction.
Games create engagement - the cornerstone of any positive learning experience. With the growing popularity of digital games and game-based interfaces, it is essential that gamification be part of every learning professional's toolbox. During this program, international learning expert Karl M. Kapp reveals the value of game-based mechanics to create meaningful learning experiences. Every learning manager, instructional designer, and trainer needs to be aware of the influence of this leading edge engagement technique.
What Research Tells us About Designing and Creating Game-Based LearningKarl Kapp
1. Research shows that games and simulations can be 11-14% more effective for learning than traditional methods alone. They are most effective when embedded within a curriculum with support materials and debriefing.
2. Key elements of games that improve learning recall and application include interactive storytelling with avatars, multiple levels of challenge, and feedback systems.
3. Effective "serious games" apply these elements by providing learners with contextual stories and scenarios, opportunities for embodied learning through avatars, and systems to receive guidance and assess progress.
Autimisms - An Optimistic View of Life on the SpectrumJodi Murphy
Our inspirational little e-book of optimism from the women who work with, support and love someone on the autism spectrum. We hope our words lift you up and help you on your own autism journey.
This presentation discusses identifying the “Learning” Elements of Instructional, Learning-Focused Games. It will look at such elements as the best method for including a game into a corporate curriculum and game features that lead to impactful learning outcomes. It also discusses game elements that have been directly linked to learning.
Karl Kapp - Identifying the “Learning” Elements in GamesSeriousGamesAssoc
Presenter: Karl Kapp, Co-Founder, 2K Learning
We know that under the right conditions, learning occurs in games…but learning doesn’t occur in all games—even ones intended to lead to learning. Why? What makes a game effective from a learning perspective? What elements lead to learning and what elements detract from learning? This decidedly unacademic presentation provides research-based recommendations and guidelines for creating a game that leads to positive learning outcomes. Learn the best method for including a game into a corporate or K-12 curriculum, discover the number one game feature that leads to impactful learning outcomes and uncover game elements that have been directly linked to learning. Find out how to use empirically-based guidelines to create the outcomes you want to achieve with your serious game.
1) The document discusses the educational benefits of games compared to traditional lectures. It finds that games yield higher learning gains, especially when used over multiple sessions and when students work in groups.
2) Elements of games that contribute to learning include challenge, narrative/story, characters/avatars, and first-person versus third-person perspective. Including these elements can influence behavior and attitudes.
3) Successful educational games are embedded within the curriculum, include debriefing and feedback, and meet specific learning objectives. Examples show games improving math skills and influencing pro-social behaviors.
This document discusses using games as a teaching strategy in nursing education. It defines games and serious games, and identifies constructivism as the learning theory that supports their use. The document describes different types of games, notes strengths like promoting active learning and weaknesses like not fitting all learning styles. It provides examples of factors an educator should consider when selecting or developing a game, such as aligning with course objectives and evaluating the game's effectiveness.
This document discusses different types of educational games and playful learning activities and their benefits for children's learning and development. It suggests that while games can promote motivation, problem-solving skills and retention of information, playful learning allows more student autonomy and creativity. An optimal approach may combine well-designed games with open-ended play, guided by principles of good learning design and child development theory.
Reaching the Engagement Horizon in Virtual WorldsKarl Kapp
Games, gamification and game-based learning have entered into the vocabulary of educators, eLearning developers and instructional designers from around the global in the past few years. Games have a seductive force and are seen as a great tool in creating engaging and interactive instruction. But are they effective for learning? What does the research tell us? We’ll explore some of the research around games, gamification and virtual worlds while creating links between research and virtual world actions and interactions.
The use of games for learning seems like a good match, but we can’t blindly take it for granted. Instead, we need to explore questions to make sure the intuitive link between games, gamification and virtual worlds reaches its full potential. In this keynote, we’ll answer questions like: How does one mix virtual world and game-based learning experiences? How should games be integrated into a curriculum? Can attitudes and behavior change result from playing a game in a virtual world? What elements of games can learning designers borrow from game designers? Can flying around as a superhero in a virtual world make you a nicer person? Discover evidence-based techniques for increasing online engagement, interactivity and, most importantly, learning.
10 Things We Know about Designing Games for Learning From ResearchKarl Kapp
This decidedly nonacademic presentation provides a broad scientific overview of what we know from research about the effectiveness of games and game-elements to changing learner behaviors. You will examine 10 findings from research and see how those findings directly relate to the creation of instructional games, games that make an impact on learner behavior. And, yes, you will play a game in this session!
Learn to apply:
-Findings from game-based research to create effective learning content.
-Three principles for adding game elements to online and stand up instruction.
-Four motivational aspects of games to improve learning recall and application.
Part of the Learning through Play presentations.
This session will explore the value of play and how it can enhance student learning in Higher Education. Colleagues from the School of Education invite you to explore the benefits of Play in education in which play challenges assumptions of traditional HE learning and identify ways in which Play can be incorporated into your own teaching.
STEM for all: Developmental & game-based approach, Tuula NousiainenBrussels, Belgium
1. This document discusses developmental and game-based approaches to STEM education for all students. It highlights the need to attract students to STEM fields earlier, address gender imbalances, and take a holistic, compulsory approach to technology education from preschool through professional education.
2. Games are discussed as a way to motivate students and help them acquire knowledge and understand scientific concepts. Both commercial games and learning games designed for educational purposes are addressed. Gamification techniques that incorporate game elements are also presented as a way to engage students in typically non-game activities.
3. The document proposes future work exploring science and technology interest in early years, creativity in technology education, and the effects of game-based ped
Pamela Rutledge: Video games, Problem Solving and Self-EfficacyPamela Rutledge
1. Video games can improve problem solving skills and self-efficacy through mastery experiences as players conquer challenges within games.
2. Games impact self-efficacy in several ways such as expanding identity, generating learning communities, and encouraging intrinsic motivation.
3. Flow state, or being in the zone, can be achieved through games as the balance is struck between the difficulty of challenges and players' skills.
1) The document discusses a presentation on using games and "math talk" to develop early math concepts in preschoolers.
2) Research shows that certain math games like linear board games and subitizing games can help children develop important math skills like number sense.
3) Engaging children in spatial training through activities with blocks and puzzles and using spatial language can also benefit math development.
4) Teacher "math talk" that incorporates counting, shapes, comparisons, and other math concepts is linked to growth in preschoolers' math knowledge.
Connected learning aims to engage students through their personal interests by connecting in-school learning to out-of-school interests through production, academics, and peer culture using digital media and networks. Research shows gaming can benefit learning by fostering identity, interaction, production, risk-taking, and challenge. Educators are incorporating games, simulations, and game design into classrooms to teach complex problem-solving and systems thinking. Resources for connected learning include organizations, conferences, and tools that support game and simulation-based learning practices.
What Research Tells Us about 3D Avatars, Storytelling & Serious Games for Learning
This decidedly unacademic presentation provides a broad scientific overview of what we know from research about the effectiveness today’s technology for changing learner behaviors. We will discuss the use of 3D avatars to change learner behaviors; we will consider how playing a video game changes a person’s behavior and how storytelling helps learners memorize facts. We’ll answer questions like: Are two avatars better in an e-learning module than one? Does the appearance of an avatar impact the person when they’ve finished working with the avatar? Do serious games have to be entertaining to be educational? This engaging, exciting session shows you how to use the existing research literature in your own design and delivery of online learning. You will be provided with tips and techniques for matching research findings to your own e-learning design. We’ll move the concepts from research-to-practice. The presentation ends with a practical case study outlining how the research tips, techniques and practices can be applied in a real-life online learning situation. Discover how research-based practices really fit in with today's fast-paced need for quick, effective instruction online instruction.
The document discusses the benefits of group training (Igloo) versus individual training (Oculus Rift) in immersive environments. Key benefits of Igloo include increased spatial awareness, social interaction, verbal and non-verbal communication, and possibility of playback and feedback. Igloo training may result in higher fidelity, stronger transactive memory formation between teammates, and improved team performance compared to isolated Oculus Rift training. The document outlines various factors that influence the transfer of training, including environment fidelity, feedback, and cross-training methods.
The document discusses the benefits of group training (Igloo) versus individual training (Oculus Rift) in immersive environments. Key benefits of Igloo include increased spatial awareness, social interaction, verbal and non-verbal communication, and possibility of playback and feedback. Igloo training may result in higher fidelity, stronger transactive memory formation between teammates, and improved team performance compared to isolated Oculus Rift training. The document recommends utilizing feedback and cross-training methods to maximize transfer of skills from virtual to real-world environments.
This document discusses various approaches to creating a culture of learning used in a nursing department. These approaches include Lego Serious Play, open letters to policymakers, cinenurducation which is creating educational movies, dual coding which is writing in pictures, and bite size learning. Other initiatives discussed are using teddy bears in children's nursing, AI bots as teaching tools, 360 filming with nursing students, checklists to support literature reviews, walking seminars, using storyboards and collages to solve problems, and exploring the impact of drugs. The document provides references to support the different discussed approaches.
1) Educators may use games for learning because instruction with games yields higher learning gains than traditional instruction. Games can promote engagement and voluntary effort from learners.
2) Lectures are not very effective ways of teaching higher-level thinking skills. Studies show that lectures result in mostly passive thoughts from students and are less effective than other active learning methods like discussion.
3) For games to effectively promote learning, they must be embedded within instructional programs that include debriefing and feedback. Isolated game play is less effective for learning than repeated sessions with instructional support.
Game sense is a student-centered approach to teaching physical education that focuses on active involvement in the game itself rather than isolated skills. It modifies games to help students better understand rules while playing. Game sense involves four categories of team games: invasion, target, court/net, and striking/fielding games. The benefits of this approach include creating meaningful teacher-student relationships, developing movement skills and critical thinking, engaging all students, and allowing them to learn at their own pace through experience of the game. Research shows most time in PE is spent playing games, and syllabus outcomes emphasize cognitive involvement, which the game sense approach supports.
Game-based learning involves students learning through playing games. It allows trial and error, role-playing, and treating topics as systems rather than just content. There are different types of games including short-form used in a single class and long-form extending over weeks. Various genres exist like drill and practice, puzzle, role-playing and simulations. Games have been shown to increase learning, engagement for both students and teachers, and motivation compared to traditional lectures. They create learner-centered classrooms and allow learning through participation and collaboration.
This document summarizes research on serious gaming conducted by Dr. Igor Mayer of Delft University of Technology. It provides an overview of Mayer's work in developing a comprehensive methodology for researching and evaluating serious games. Some key points:
- Mayer has published several papers on developing frameworks and methods for studying serious games and game-based learning across different contexts.
- His research aims to establish a science of serious gaming through developing standardized research designs, validated instruments, and a body of knowledge on both the state of the art and gaps in the field.
- Mayer's work involves studying serious games from several perspectives including design, evaluation, domain applications, and theoretical lenses like modeling complex systems. He advocates comparative and multi
For the bi-monthly Twente Data Meetup, Jeroen Linssen gave a presentation on the lessons learned in various research projects related to smart industry, carried out in the research group Ambient Intelligence.
One-hour talk for a colloquium at the University of Utrecht for AI and Game & Media Technology students. One the contents of my dissertation: https://doi.org/10.3990/1.9789036543439
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Similar to Improving social awareness through thought bubbles and flashbacks pdf export
This presentation discusses identifying the “Learning” Elements of Instructional, Learning-Focused Games. It will look at such elements as the best method for including a game into a corporate curriculum and game features that lead to impactful learning outcomes. It also discusses game elements that have been directly linked to learning.
Karl Kapp - Identifying the “Learning” Elements in GamesSeriousGamesAssoc
Presenter: Karl Kapp, Co-Founder, 2K Learning
We know that under the right conditions, learning occurs in games…but learning doesn’t occur in all games—even ones intended to lead to learning. Why? What makes a game effective from a learning perspective? What elements lead to learning and what elements detract from learning? This decidedly unacademic presentation provides research-based recommendations and guidelines for creating a game that leads to positive learning outcomes. Learn the best method for including a game into a corporate or K-12 curriculum, discover the number one game feature that leads to impactful learning outcomes and uncover game elements that have been directly linked to learning. Find out how to use empirically-based guidelines to create the outcomes you want to achieve with your serious game.
1) The document discusses the educational benefits of games compared to traditional lectures. It finds that games yield higher learning gains, especially when used over multiple sessions and when students work in groups.
2) Elements of games that contribute to learning include challenge, narrative/story, characters/avatars, and first-person versus third-person perspective. Including these elements can influence behavior and attitudes.
3) Successful educational games are embedded within the curriculum, include debriefing and feedback, and meet specific learning objectives. Examples show games improving math skills and influencing pro-social behaviors.
This document discusses using games as a teaching strategy in nursing education. It defines games and serious games, and identifies constructivism as the learning theory that supports their use. The document describes different types of games, notes strengths like promoting active learning and weaknesses like not fitting all learning styles. It provides examples of factors an educator should consider when selecting or developing a game, such as aligning with course objectives and evaluating the game's effectiveness.
This document discusses different types of educational games and playful learning activities and their benefits for children's learning and development. It suggests that while games can promote motivation, problem-solving skills and retention of information, playful learning allows more student autonomy and creativity. An optimal approach may combine well-designed games with open-ended play, guided by principles of good learning design and child development theory.
Reaching the Engagement Horizon in Virtual WorldsKarl Kapp
Games, gamification and game-based learning have entered into the vocabulary of educators, eLearning developers and instructional designers from around the global in the past few years. Games have a seductive force and are seen as a great tool in creating engaging and interactive instruction. But are they effective for learning? What does the research tell us? We’ll explore some of the research around games, gamification and virtual worlds while creating links between research and virtual world actions and interactions.
The use of games for learning seems like a good match, but we can’t blindly take it for granted. Instead, we need to explore questions to make sure the intuitive link between games, gamification and virtual worlds reaches its full potential. In this keynote, we’ll answer questions like: How does one mix virtual world and game-based learning experiences? How should games be integrated into a curriculum? Can attitudes and behavior change result from playing a game in a virtual world? What elements of games can learning designers borrow from game designers? Can flying around as a superhero in a virtual world make you a nicer person? Discover evidence-based techniques for increasing online engagement, interactivity and, most importantly, learning.
10 Things We Know about Designing Games for Learning From ResearchKarl Kapp
This decidedly nonacademic presentation provides a broad scientific overview of what we know from research about the effectiveness of games and game-elements to changing learner behaviors. You will examine 10 findings from research and see how those findings directly relate to the creation of instructional games, games that make an impact on learner behavior. And, yes, you will play a game in this session!
Learn to apply:
-Findings from game-based research to create effective learning content.
-Three principles for adding game elements to online and stand up instruction.
-Four motivational aspects of games to improve learning recall and application.
Part of the Learning through Play presentations.
This session will explore the value of play and how it can enhance student learning in Higher Education. Colleagues from the School of Education invite you to explore the benefits of Play in education in which play challenges assumptions of traditional HE learning and identify ways in which Play can be incorporated into your own teaching.
STEM for all: Developmental & game-based approach, Tuula NousiainenBrussels, Belgium
1. This document discusses developmental and game-based approaches to STEM education for all students. It highlights the need to attract students to STEM fields earlier, address gender imbalances, and take a holistic, compulsory approach to technology education from preschool through professional education.
2. Games are discussed as a way to motivate students and help them acquire knowledge and understand scientific concepts. Both commercial games and learning games designed for educational purposes are addressed. Gamification techniques that incorporate game elements are also presented as a way to engage students in typically non-game activities.
3. The document proposes future work exploring science and technology interest in early years, creativity in technology education, and the effects of game-based ped
Pamela Rutledge: Video games, Problem Solving and Self-EfficacyPamela Rutledge
1. Video games can improve problem solving skills and self-efficacy through mastery experiences as players conquer challenges within games.
2. Games impact self-efficacy in several ways such as expanding identity, generating learning communities, and encouraging intrinsic motivation.
3. Flow state, or being in the zone, can be achieved through games as the balance is struck between the difficulty of challenges and players' skills.
1) The document discusses a presentation on using games and "math talk" to develop early math concepts in preschoolers.
2) Research shows that certain math games like linear board games and subitizing games can help children develop important math skills like number sense.
3) Engaging children in spatial training through activities with blocks and puzzles and using spatial language can also benefit math development.
4) Teacher "math talk" that incorporates counting, shapes, comparisons, and other math concepts is linked to growth in preschoolers' math knowledge.
Connected learning aims to engage students through their personal interests by connecting in-school learning to out-of-school interests through production, academics, and peer culture using digital media and networks. Research shows gaming can benefit learning by fostering identity, interaction, production, risk-taking, and challenge. Educators are incorporating games, simulations, and game design into classrooms to teach complex problem-solving and systems thinking. Resources for connected learning include organizations, conferences, and tools that support game and simulation-based learning practices.
What Research Tells Us about 3D Avatars, Storytelling & Serious Games for Learning
This decidedly unacademic presentation provides a broad scientific overview of what we know from research about the effectiveness today’s technology for changing learner behaviors. We will discuss the use of 3D avatars to change learner behaviors; we will consider how playing a video game changes a person’s behavior and how storytelling helps learners memorize facts. We’ll answer questions like: Are two avatars better in an e-learning module than one? Does the appearance of an avatar impact the person when they’ve finished working with the avatar? Do serious games have to be entertaining to be educational? This engaging, exciting session shows you how to use the existing research literature in your own design and delivery of online learning. You will be provided with tips and techniques for matching research findings to your own e-learning design. We’ll move the concepts from research-to-practice. The presentation ends with a practical case study outlining how the research tips, techniques and practices can be applied in a real-life online learning situation. Discover how research-based practices really fit in with today's fast-paced need for quick, effective instruction online instruction.
The document discusses the benefits of group training (Igloo) versus individual training (Oculus Rift) in immersive environments. Key benefits of Igloo include increased spatial awareness, social interaction, verbal and non-verbal communication, and possibility of playback and feedback. Igloo training may result in higher fidelity, stronger transactive memory formation between teammates, and improved team performance compared to isolated Oculus Rift training. The document outlines various factors that influence the transfer of training, including environment fidelity, feedback, and cross-training methods.
The document discusses the benefits of group training (Igloo) versus individual training (Oculus Rift) in immersive environments. Key benefits of Igloo include increased spatial awareness, social interaction, verbal and non-verbal communication, and possibility of playback and feedback. Igloo training may result in higher fidelity, stronger transactive memory formation between teammates, and improved team performance compared to isolated Oculus Rift training. The document recommends utilizing feedback and cross-training methods to maximize transfer of skills from virtual to real-world environments.
This document discusses various approaches to creating a culture of learning used in a nursing department. These approaches include Lego Serious Play, open letters to policymakers, cinenurducation which is creating educational movies, dual coding which is writing in pictures, and bite size learning. Other initiatives discussed are using teddy bears in children's nursing, AI bots as teaching tools, 360 filming with nursing students, checklists to support literature reviews, walking seminars, using storyboards and collages to solve problems, and exploring the impact of drugs. The document provides references to support the different discussed approaches.
1) Educators may use games for learning because instruction with games yields higher learning gains than traditional instruction. Games can promote engagement and voluntary effort from learners.
2) Lectures are not very effective ways of teaching higher-level thinking skills. Studies show that lectures result in mostly passive thoughts from students and are less effective than other active learning methods like discussion.
3) For games to effectively promote learning, they must be embedded within instructional programs that include debriefing and feedback. Isolated game play is less effective for learning than repeated sessions with instructional support.
Game sense is a student-centered approach to teaching physical education that focuses on active involvement in the game itself rather than isolated skills. It modifies games to help students better understand rules while playing. Game sense involves four categories of team games: invasion, target, court/net, and striking/fielding games. The benefits of this approach include creating meaningful teacher-student relationships, developing movement skills and critical thinking, engaging all students, and allowing them to learn at their own pace through experience of the game. Research shows most time in PE is spent playing games, and syllabus outcomes emphasize cognitive involvement, which the game sense approach supports.
Game-based learning involves students learning through playing games. It allows trial and error, role-playing, and treating topics as systems rather than just content. There are different types of games including short-form used in a single class and long-form extending over weeks. Various genres exist like drill and practice, puzzle, role-playing and simulations. Games have been shown to increase learning, engagement for both students and teachers, and motivation compared to traditional lectures. They create learner-centered classrooms and allow learning through participation and collaboration.
This document summarizes research on serious gaming conducted by Dr. Igor Mayer of Delft University of Technology. It provides an overview of Mayer's work in developing a comprehensive methodology for researching and evaluating serious games. Some key points:
- Mayer has published several papers on developing frameworks and methods for studying serious games and game-based learning across different contexts.
- His research aims to establish a science of serious gaming through developing standardized research designs, validated instruments, and a body of knowledge on both the state of the art and gaps in the field.
- Mayer's work involves studying serious games from several perspectives including design, evaluation, domain applications, and theoretical lenses like modeling complex systems. He advocates comparative and multi
Similar to Improving social awareness through thought bubbles and flashbacks pdf export (20)
For the bi-monthly Twente Data Meetup, Jeroen Linssen gave a presentation on the lessons learned in various research projects related to smart industry, carried out in the research group Ambient Intelligence.
One-hour talk for a colloquium at the University of Utrecht for AI and Game & Media Technology students. One the contents of my dissertation: https://doi.org/10.3990/1.9789036543439
For the Capgemini Innovators Race 50, we present R3D3, the Rolling Receptionist Robot with Double Dutch Dialogue. R3D3 is an intelligent, autonomous robot accompanied by a virtual human which, together, help visitors of museums and Retail.
A presentation I gave at an autumn school on serious games and contemporary AI. I address how playing games is more than just abiding by the rules: the complete interaction with the system is important for the experience.
The document discusses interactive stories and serious games for social interaction. It summarizes Jeroen Linssen's work on the Virtual Storyteller (VST), which generates stories through simulation of characters pursuing goals. VST allows for interactive stories where the player can influence the story. It also discusses using games to train social skills, with virtual characters representing theories of social interaction and providing feedback to support learning goals. Meta-techniques like "act breaks" are explored for reflecting on interactions and adapting difficulty levels.
At the Social Simulation and Serious Games special track at ESSA 2014, Jeroen Linssen gave this talk about his ideas for a serious game for the improvement of social awareness of police officers and why he thinks that game mechanics can be used to offer a better learning experience than simply having a strict simulation of a certain situation.
At the Social Simulation and Serious Games special track at ESSA 2014, Setsuya Kurahashi gave this talk on the effects of different kinds of collaborative learning on different kinds of school classes.
This document discusses the differences and potential connections between social computer simulation and serious gaming. It explores how simulation can benefit from elements of gaming like interaction and real-time elements, while gaming can learn from the realism of simulation models. Two case studies are presented: an agent-based simulation of Beijing's population and a simulation of barge transportation strategies. While simulations provide realism, gaming adds elements of play and interaction that can engage participants. The key is finding the right balance of realism, meaning, and play.
More from Saxion University of Applied Sciences (8)
BREEDING METHODS FOR DISEASE RESISTANCE.pptxRASHMI M G
Plant breeding for disease resistance is a strategy to reduce crop losses caused by disease. Plants have an innate immune system that allows them to recognize pathogens and provide resistance. However, breeding for long-lasting resistance often involves combining multiple resistance genes
ESPP presentation to EU Waste Water Network, 4th June 2024 “EU policies driving nutrient removal and recycling
and the revised UWWTD (Urban Waste Water Treatment Directive)”
Or: Beyond linear.
Abstract: Equivariant neural networks are neural networks that incorporate symmetries. The nonlinear activation functions in these networks result in interesting nonlinear equivariant maps between simple representations, and motivate the key player of this talk: piecewise linear representation theory.
Disclaimer: No one is perfect, so please mind that there might be mistakes and typos.
dtubbenhauer@gmail.com
Corrected slides: dtubbenhauer.com/talks.html
EWOCS-I: The catalog of X-ray sources in Westerlund 1 from the Extended Weste...Sérgio Sacani
Context. With a mass exceeding several 104 M⊙ and a rich and dense population of massive stars, supermassive young star clusters
represent the most massive star-forming environment that is dominated by the feedback from massive stars and gravitational interactions
among stars.
Aims. In this paper we present the Extended Westerlund 1 and 2 Open Clusters Survey (EWOCS) project, which aims to investigate
the influence of the starburst environment on the formation of stars and planets, and on the evolution of both low and high mass stars.
The primary targets of this project are Westerlund 1 and 2, the closest supermassive star clusters to the Sun.
Methods. The project is based primarily on recent observations conducted with the Chandra and JWST observatories. Specifically,
the Chandra survey of Westerlund 1 consists of 36 new ACIS-I observations, nearly co-pointed, for a total exposure time of 1 Msec.
Additionally, we included 8 archival Chandra/ACIS-S observations. This paper presents the resulting catalog of X-ray sources within
and around Westerlund 1. Sources were detected by combining various existing methods, and photon extraction and source validation
were carried out using the ACIS-Extract software.
Results. The EWOCS X-ray catalog comprises 5963 validated sources out of the 9420 initially provided to ACIS-Extract, reaching a
photon flux threshold of approximately 2 × 10−8 photons cm−2
s
−1
. The X-ray sources exhibit a highly concentrated spatial distribution,
with 1075 sources located within the central 1 arcmin. We have successfully detected X-ray emissions from 126 out of the 166 known
massive stars of the cluster, and we have collected over 71 000 photons from the magnetar CXO J164710.20-455217.
Current Ms word generated power point presentation covers major details about the micronuclei test. It's significance and assays to conduct it. It is used to detect the micronuclei formation inside the cells of nearly every multicellular organism. It's formation takes place during chromosomal sepration at metaphase.
The ability to recreate computational results with minimal effort and actionable metrics provides a solid foundation for scientific research and software development. When people can replicate an analysis at the touch of a button using open-source software, open data, and methods to assess and compare proposals, it significantly eases verification of results, engagement with a diverse range of contributors, and progress. However, we have yet to fully achieve this; there are still many sociotechnical frictions.
Inspired by David Donoho's vision, this talk aims to revisit the three crucial pillars of frictionless reproducibility (data sharing, code sharing, and competitive challenges) with the perspective of deep software variability.
Our observation is that multiple layers — hardware, operating systems, third-party libraries, software versions, input data, compile-time options, and parameters — are subject to variability that exacerbates frictions but is also essential for achieving robust, generalizable results and fostering innovation. I will first review the literature, providing evidence of how the complex variability interactions across these layers affect qualitative and quantitative software properties, thereby complicating the reproduction and replication of scientific studies in various fields.
I will then present some software engineering and AI techniques that can support the strategic exploration of variability spaces. These include the use of abstractions and models (e.g., feature models), sampling strategies (e.g., uniform, random), cost-effective measurements (e.g., incremental build of software configurations), and dimensionality reduction methods (e.g., transfer learning, feature selection, software debloating).
I will finally argue that deep variability is both the problem and solution of frictionless reproducibility, calling the software science community to develop new methods and tools to manage variability and foster reproducibility in software systems.
Exposé invité Journées Nationales du GDR GPL 2024
What is greenhouse gasses and how many gasses are there to affect the Earth.moosaasad1975
What are greenhouse gasses how they affect the earth and its environment what is the future of the environment and earth how the weather and the climate effects.
The use of Nauplii and metanauplii artemia in aquaculture (brine shrimp).pptxMAGOTI ERNEST
Although Artemia has been known to man for centuries, its use as a food for the culture of larval organisms apparently began only in the 1930s, when several investigators found that it made an excellent food for newly hatched fish larvae (Litvinenko et al., 2023). As aquaculture developed in the 1960s and ‘70s, the use of Artemia also became more widespread, due both to its convenience and to its nutritional value for larval organisms (Arenas-Pardo et al., 2024). The fact that Artemia dormant cysts can be stored for long periods in cans, and then used as an off-the-shelf food requiring only 24 h of incubation makes them the most convenient, least labor-intensive, live food available for aquaculture (Sorgeloos & Roubach, 2021). The nutritional value of Artemia, especially for marine organisms, is not constant, but varies both geographically and temporally. During the last decade, however, both the causes of Artemia nutritional variability and methods to improve poorquality Artemia have been identified (Loufi et al., 2024).
Brine shrimp (Artemia spp.) are used in marine aquaculture worldwide. Annually, more than 2,000 metric tons of dry cysts are used for cultivation of fish, crustacean, and shellfish larva. Brine shrimp are important to aquaculture because newly hatched brine shrimp nauplii (larvae) provide a food source for many fish fry (Mozanzadeh et al., 2021). Culture and harvesting of brine shrimp eggs represents another aspect of the aquaculture industry. Nauplii and metanauplii of Artemia, commonly known as brine shrimp, play a crucial role in aquaculture due to their nutritional value and suitability as live feed for many aquatic species, particularly in larval stages (Sorgeloos & Roubach, 2021).
ANAMOLOUS SECONDARY GROWTH IN DICOT ROOTS.pptxRASHMI M G
Abnormal or anomalous secondary growth in plants. It defines secondary growth as an increase in plant girth due to vascular cambium or cork cambium. Anomalous secondary growth does not follow the normal pattern of a single vascular cambium producing xylem internally and phloem externally.
Deep Behavioral Phenotyping in Systems Neuroscience for Functional Atlasing a...Ana Luísa Pinho
Functional Magnetic Resonance Imaging (fMRI) provides means to characterize brain activations in response to behavior. However, cognitive neuroscience has been limited to group-level effects referring to the performance of specific tasks. To obtain the functional profile of elementary cognitive mechanisms, the combination of brain responses to many tasks is required. Yet, to date, both structural atlases and parcellation-based activations do not fully account for cognitive function and still present several limitations. Further, they do not adapt overall to individual characteristics. In this talk, I will give an account of deep-behavioral phenotyping strategies, namely data-driven methods in large task-fMRI datasets, to optimize functional brain-data collection and improve inference of effects-of-interest related to mental processes. Key to this approach is the employment of fast multi-functional paradigms rich on features that can be well parametrized and, consequently, facilitate the creation of psycho-physiological constructs to be modelled with imaging data. Particular emphasis will be given to music stimuli when studying high-order cognitive mechanisms, due to their ecological nature and quality to enable complex behavior compounded by discrete entities. I will also discuss how deep-behavioral phenotyping and individualized models applied to neuroimaging data can better account for the subject-specific organization of domain-general cognitive systems in the human brain. Finally, the accumulation of functional brain signatures brings the possibility to clarify relationships among tasks and create a univocal link between brain systems and mental functions through: (1) the development of ontologies proposing an organization of cognitive processes; and (2) brain-network taxonomies describing functional specialization. To this end, tools to improve commensurability in cognitive science are necessary, such as public repositories, ontology-based platforms and automated meta-analysis tools. I will thus discuss some brain-atlasing resources currently under development, and their applicability in cognitive as well as clinical neuroscience.
This presentation explores a brief idea about the structural and functional attributes of nucleotides, the structure and function of genetic materials along with the impact of UV rays and pH upon them.
Nucleic Acid-its structural and functional complexity.
Improving social awareness through thought bubbles and flashbacks pdf export
1. IMPROVING SOCIAL AWARENESS
THROUGH THOUGHT BUBBLES AND
FLASHBACKS OF VIRTUAL CHARACTERS
Jeroen Linssen + Mariët Theune +
Thomas de Groot + Dirk Heylen
2. MOTIVATION
GOAL
Feedback in a
serious game for
social skills training
IMPROVING SOCIAL AWARENESS THROUGH THOUGHT BUBBLES AND FLASHBACKS - IVA 2015 2/11
LEARNING GOALS DOMAIN
5. THOUGHT BUBBLES
IMPROVING SOCIAL AWARENESS THROUGH THOUGHT BUBBLES AND FLASHBACKS - IVA 2015 5/11
CONTENT
Player’s attitude
TIMING
Every other action
7. THOUGHT BUBBLES
IMPROVING SOCIAL AWARENESS THROUGH THOUGHT BUBBLES AND FLASHBACKS - IVA 2015 7/11
CONCEPT RELATIONS
Slight increase in
coherence
SJT
No significant
difference
COMMENTS
Possibly useful tool
Interaction too short
Too easy
8. FLASHBACKS
IMPROVING SOCIAL AWARENESS THROUGH THOUGHT BUBBLES AND FLASHBACKS - IVA 2015 8/11
CONTENT
Player’s average attitude
TIMING
At start of 2nd + 3rd scenario
GAME IMPROVEMENTS
Play length + char. personality
10. FLASHBACKS
IMPROVING SOCIAL AWARENESS THROUGH THOUGHT BUBBLES AND FLASHBACKS - IVA 2015 10/11
SJT
No significant
learning gains
COMMENTS
Suitable for less
experienced students
Still too easy
11. WRAP UP
IMPROVING SOCIAL AWARENESS THROUGH THOUGHT BUBBLES AND FLASHBACKS - IVA 2015 11/11
GOAL
Improve learning
through feedback on
character’s cognitive
attitude
RESULTS
Hypotheses not
supported
Positive comments
FUTURE WORK
Choice of action
Evaluating with less
experienced students
JMLIN.EU/PHD j.m.linssen@utwente.nl
12. REFERENCES
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stories: training interpersonal communication skills in medical students. In:
Bickmore, T., Marsella, S., Sidner, C. (eds.) IVA 2014. LNCS, vol. 8637, pp.
144–153. Springer, Heidelberg (2014)
Kim, J.M., Hill Jr., R.W., Durlach, P.J., Lane, H.C., Forbell, E., Core, M.,
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308 (2009)
Koops, M., Hoevenaar, M.: Conceptual change during a serious game: using
a lemniscate model to compare strategies in a physics game. Simul.
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Laffey, J., Schmidt, M., Galyen, K., Stichter, J.: Smart 3D collaborative
virtual learning environments: a preliminary framework. J. Ambient Intell.
4(1), 49–66 (2012)
Linssen, J.M., Theune, M.: Meta-techniques for a social awareness learning
game. In: Proceedings of ECGBL 2014, pp. 697–704 (2014)
Moore, D., McGrath, P., Powell, N.J.: Collaborative virtual environment
technology for people with autism. Focus Autism Other Dev. Disabil. 20(4),
231–243 (2005)
Pereira, G., Brisson, A., Prada, R., Paiva, A., Bellotti, F., Kravcik, M., Klamma,
R.: Serious games for personal and social learning & ethics: status and
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interpersoonlijk circumplex. Diagnostiekwijzer3, 96–118 (2000)
Traum, D.R., Swartout, W.R., Marsella, S.C., Gratch, J.: Fight, flight, or
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(2005)
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IMPROVING SOCIAL AWARENESS THROUGH THOUGHT BUBBLES AND FLASHBACKS - IVA 2015 12
13. RELATED WORK
Bruijnes, M., Linssen, J.M., op den Akker, H.J.A., Theune, M., Wapperom, S., Broekema, C., &
Heylen, D.K.J. (2015). Social Behaviour in Police Interviews: Relating Data to Theories. In
Conflict and Multimodal Communication. Computational Social Sciences. Springer Verlag,
London, pp. 317-347.
Linssen, J.M., & Theune, M. (2014). Meta-techniques for a Social Awareness Learning Game. In
Proceedings of the 8th European Conference on Games Based Learning (ECGBL 2014).
Linssen, J.M., de Groot, T.F., Theune, M., & Bruijnes, M. (2014). Beyond Simulations: Serious
Games for Training Interpersonal Skills in Law Enforcement. In Proceedings of the 10th annual
meeting of the European Social Simulation Association (ESSA 2014).
Linssen, J.M., Theune, M., & Heylen, D.K.J. (2014). Taking Things at Face Value: How Stance
Informs Politeness of Virtual Agents. In Proceedings of the Computers as Social Actors
Workshop (CASA 2013). pp. 71-82.
IMPROVING SOCIAL AWARENESS THROUGH THOUGHT BUBBLES AND FLASHBACKS - IVA 2015 13
14. USED MATERIAL
“Untitled” by Tuomas Puikkonen,
https://www.flickr.com/photos/darkismus/5027781726/, cropped, CC BY 2.0
[https://creativecommons.org/licenses/by/2.0/]
IMPROVING SOCIAL AWARENESS THROUGH THOUGHT BUBBLES AND FLASHBACKS - IVA 2015 14