Keeping in mind the increasing trend and need for serious games in science education, we have done a systematic literature review. These papers show the trends and patterns of research carried out in this field from the year 2011 to 2020. Specifically, we investigated country-wise concentration and the most common evaluation methods. Literature is reviewed from IEEEexplore, Springer, and Scopus. Moreover, we discussed the role of Augmented Reality(AR) games in teaching physics. Lastly, we have discussed the positive and negative aspects of serious games in science education in particular, and the trend of using serious games in the past decade in education in general.
Abstract:Interactive simulation games used for training usually require a large amount of coherent narrative content. An effective and efficient solution to the narrative content creation problem is to use Natural Language Generation (NLG) systems. The use of NLG systems, however, requires sophisticated linguistic and sometimes programming knowledge. For this reason, NLG systems are typically not accessible to the game designers who write narrative content. We have designed and implemented a visual environment for creating and modifying NLG templates that requires no programming knowledge, and can operate with a minimum of linguistic knowledge. It allows specifying templates with any number of variables and dependencies between them. It automatically generates all the sentences that follow the created template. It uses SimpleNLG to provide the linguistic background knowledge. We tested the performance of our system in the context of an interactive simulation game.
Users of Natural Language Generation systems are required to have sophisticated linguistic and sometimes even programming knowledge, which has hindered the adoption of this technology by individuals outside the computational linguistics research community. We have designed and implemented a visual environment for creating and modifying NLG templates which requires no programming ability and minimum linguistic knowledge. It allows specifying templates with any number of variables and dependencies between them. Internally, it uses SimpleNLG to provide the linguistic background knowledge. We tested the performance of our system in the context of an interactive simulation game. We describe the templates used for testing and show examples of sentences that our system generates from these templates.
Abstract. Natural Language Generation (NLG) systems can make data accessible in an easily digestible textual form; but using such systems requires sophisticated linguistic and sometimes even programming knowledge. We have designed and implemented an environment for creating and modifying NLG templates that requires no programming knowledge, and can operate with a minimum of linguistic knowledge. It allows specifying templates with any number of variables and dependencies between them. It internally uses SimpleNLG to provide the linguistic background knowledge. We test the performance of our system in the context of an interactive simulation game.
In this paper, we analyze the dynamics and the key factors involved in the downfall of the ICT sector during the period of 2000-2003. In particular, we discuss factors including low-cost capital, irrational forecasts, excessive investment in innovative solutions, excessive demand, lack of vision, lack of product differentially, and poor business models. The analysis depicts the current trend in telecom sector, and predicts what future holds for it. The study forecasts the rate of growth of the ICT telecommunication sector till 2015, draws a comparison of GDPs with and without telecom contributions, and demonstrates the impact of telecom sector on the ICT and Canadian economy. We also refer to disruptive technologies that may cause a significant impact on the economy in the near future.
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