Serious games have become one of the powerful tools in the education field, view of their capability to transmit the knowledge to the players/ students, but to judge if a given serious game is effective there must be a system that analyzes the performances and behaviors of the players, to see their level of understanding about a particular topic proposed by the serious game. In this perspective of research and development this paper presents a method for analysis concerning the performances of serious game players, based on educational data mining, with the aim of helping the instructors and the experts to improve their strategies of teaching. An evaluation of how our method proved successful with an outlook on future research concludes this paper.
The tools of teaching have known a big evolution with the integration of the new technology in the learning process, especially the serious games, thus the appearance of several input devices, e.g. "leap motion controller, kinect, etc.", has expanded the scope of the users which reaches people with disabilities e.g. "blind, deaf, etc.", and that use this kind of video games. This paper will detail the development of a web based serious game dedicated for deaf children, in order, that they learn the Arabic sign alphabet, through both an input device called leap motion controller and hand gesture recognition based in the artificial neural network. The proposed serious game will be integrated in a learning management system via the use of the Scorm standards, in order to make the course on e-learning platform more interactive.
Abstract-Data will soon become one of the most precious treasures we have ever had, 43 TRILLION GIGABYTES of data will be created by 2020 according to a study made by Mckinsey Global Institute, it's estimated that 2.3 TRILLION GIGABYTES of data is created each day and most companies in the US have 100.000 GIGABYTES of data stored. Data is recorded, stored and analyzed to enable technology and services that the world relies on every day, this technology is getting smarter and we will be soon living in a world of smart services or what is called smart cities. This article presents an overview of the topic pointing to its actual status and forecasting the crucial roles it will play in the future, we will define big data analytics and smart cities and talk about their potential contributions in changing our way of living and finally we will discuss the possible down side of this upcoming technologies and how it can fool us, violate our privacy and turn us into puppets or technology slaves.
Smartphones are advanced versions of cell phones which can provide multi functions tasks. Most Smartphones have the following facilities: E-mails, Cameras, Wi-Fi connectivity, and comprehensive user interface such as touch screen and built in GPS system and interface for installing new applications. Using outdoor location-based services associated with GPS/GPRS have widely out broken. This paper aims at developing a velocity based system for location tracking that will be more convenient for users and more reliable, putting into consideration the expenses for the network service and increasing the accuracy in Smartphones.
Several researches are focused on the QoS (Quality of Service) and Energy consumption in wirelessMultimedia Sensor Networks. Those research projects invest in theory and practice in order to extend the spectrum of use of norms, standards and technologies which are emerged in wireless communications. The performance of these technologies is strongly related to domains of use and limitations of their characteristics. In this paper, we give a comparison of ZigBee technology, most widely used in sensor networks, and UWB (Ultra Wide Band) which presents itself as competitor that present in these work better results for audiovisual applications with medium-range and high throughput.
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