In the last years, applications based on large‐scale responsive environments have risen up as a convincing aid for learning simple as well as complex concepts in a playful way. The full‐body interaction that characterizes these environments supports different learning styles and it is particularly fit for inclusion of participants with disabilities, due to its richness in emotional engagement and ease of use. This paper contains a short review of some serious games developed on a large‐scale responsive environment and devoted to music teaching and training of blind children. Authors present technology‐enhanced learning activities with the employment of three experimental applications: Harmonic Walk for teaching tonal harmony and melody harmonization; Jazz Improvisation for music re‐composition and score parts listening; and Following the Cuckoo Sound for helping blind children to walk straight. Quantitative and qualitative results report a great user engagement and a satisfying amount of successful records in formal task activities, which encourage further research to enhance education through large‐scale responsive environments applications and full‐body interaction. Moreover, the experience gained with blind children emphasizes the inclusive opportunities of these environments for the training and rehabilitation of disabled people.
Next-generation sequencing technologies allow to measure somatic mutations in a large number of patients from the same cancer type: one of the main goals in their analysis is the identification of mutations associated with clinical parameters. The identification of such relationships is hindered by extensive genetic heterogeneity in tumors, with different genes mutated in different patients, due, in part, to the fact that genes and mutations act in the context of pathways : it is therefore crucial to study mutations in the context of interactions among genes. In this work we study the problem of identifying subnetworks of a large gene-gene interaction network with mutations associated with survival time. We formally define the associated computational problem by using a score for subnetworks based on the log-rank statistical test to compare the survival of two given populations. We propose a novel approach, based on a new algorithm, called N etwork o f M utations A ssociated with S urvival (NoMAS) to find subnetworks of a large interaction network whose mutations are associated with survival time. NoMAS is based on the color-coding technique, that has been previously employed in other applications to find the highest scoring subnetwork with high probability when the subnetwork score is additive. In our case the score is not additive, so our algorithm cannot identify the optimal solution with the same guarantees associated to additive scores. Nonetheless, we prove that, under a reasonable model for mutations in cancer, NoMAS identifies the optimal solution with high probability. We also design a holdout approach to identify subnetworks significantly associated with survival time. We test NoMAS on simulated and cancer data, comparing it to approaches based on single gene tests and to various greedy approaches. We show that our method does indeed find the optimal solution and performs better than the other approaches. Moreover, on three cancer datasets our method identifies subnetworks with significant association to survival when none of the genes has significant association with survival when considered in isolation.
Musical listening, besides being an important form of entertainment, is particularly important for emotional engagement, aect balance and person's well-being. In this paper authors introduce "Good or Bad?", a music listening game based on the comparison of multi-track recordings. Through the use of gameful elements, challenges and score achievement, authors try to engage two players in music active listening tasks including the detection of musical features such as harmonic structure, rhythm and musical meter. The game is played by moving in the range of a large-scale responsive environment, a oor portion placed under a motion capture system which allows the tracking of one ore more people. This allows to link the players movements to audio and graphic output, producing meaningful interactions. The results of a public assessment of the game are briey presented and discussed. The game may be used for leisure and entertainment but may also be employed both to train and to assess music listening skills.
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