122,259 research outputs found

    Loud and clear: The VR game without visuals

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    While visual impairment is relatively common, most sighted people have no idea of what it is like to live without one of the most heavily utilised senses. We developed the game Loud and Clear in order to have them experience the difficulties of being visually impaired, as well as to put in evidence the abilities blind people have developed, which sighted people mostly lack. In this game without visuals, the player has to rely solely on audio to complete objectives within the game. The game consists of a number of puzzle rooms the player has to solve. These puzzles illustrate the challenges of being blind in a playful setting, and challenge the player to use different auditory skills that are key to achieving objectives without vision, such as sound localisation, sound recognition and spatial orientation. The game uses audio spatialisation techniques to give the player a realistic and immersive auditive experience. Preliminary tests of this game show that players acknowledge the initial high difficulty of ‘living’ as a blind person, to which eventually they were able to somehow adapt. In addition, players reported feeling both immersed and educated by the experience.Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Computer Graphics and Visualisatio

    The Pixels and Sounds of Emotion: Dataset

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    This dataset was used in: Makantasis, Konstantinos, Antonios Liapis, and Georgios N. Yannakakis. "The Pixels and Sounds of Emotion: General-Purpose Representations of Arousal in Games." IEEE Transactions on Affective Computing (2021). If you use this dataset please cite the following papers: @inproceedings{camilleri2017towards, title={Towards general models of player affect}, author={Camilleri, Elizabeth and Yannakakis, Georgios N and Liapis, Antonios}, booktitle={2017 Seventh International Conference on Affective Computing and Intelligent Interaction (ACII)}, pages={333--339}, year={2017}, organization={IEEE} } @article{makantasis2021pixels, title={The Pixels and Sounds of Emotion: General-Purpose Representations of Arousal in Games}, author={Makantasis, Konstantinos and Liapis, Antonios and Yannakakis, Georgios N}, journal={IEEE Transactions on Affective Computing}, year={2021}, publisher={IEEE} }Part of this dataset was created and processed in the framework of the TAMED project (Grant Agreement 101003397) funded by the European Union's H2020 research and innovation programme

    A serious game to inform young citizens on canal water maintenance

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    In order to support the creation of sustainable and healthy ecosystems, citizens should have knowledge of the necessary maintenance needed. For example, they should be aware of the challenges of maintaining proper urban surface waters, so that they can take on a responsible and proactive role. Ideally, citizens should acquire this knowledge from an early age. We describe the design, implementation, and evaluation of the serious game Hydro Hero, aimed at forming and reinforcing this awareness and reasoning. Hydro Hero is an infinite runner game with extended minigames, which show both what should not be on the canals as well as why they should be removed. We assessed the ability of Hydro Hero to teach young children about canal maintenance by combining a questionnaire with open-ended play-testing sessions at a science museum. On average, players were able to improve their ability to justify why certain items should be removed or left in a canal. It has not been fully confirmed that Hydro Hero conveyed this specific knowledge, due to the absence of quizzing beforehand. However, given the high participants’ engagement, we consider the game to have contributed to their awareness about the importance of canal cleaning for a sustainable urban environment.Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Computer Graphics and Visualisatio

    Misusing mobile phones to break the ice: The tabletop game Maze Maestro

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    Performance of newly-formed project teams is often limited, or at least delayed, when team members refrain from sharing their ideas due to unfamiliarity with their peers. A variety of ice-breaking methods can help overcome this cold start, but mostly they need to be deployed and moderated by experienced facilitators. This setup is rarely an option for most undergrad project courses at university level, typically carried out in small teams. In order to help breaking the ice in this context, we developed Maze Maestro, a collaborative tabletop game in which the board is made up by attaching the displays of the team members' mobile phones to form a large maze. Each member controls a character in the maze, and the whole team has the common goal of leaving the maze together; however, this is only possible with timely communication and much cooperation. While playing, team members are encouraged to confer possible plans and share their ideas, which is the fertile ground for breaking the ice. Play testing has shown that Maze Maestro was perceived as a fun and original collaborative game. So far, results of a preliminary user study are optimistic about the ability of Maze Maestro to break the ice within newly-formed teams, without requiring any facilitator.Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Computer Graphics and Visualisatio

    Can Computers Foster Human Users’ Creativity? Theory and Praxis of Mixed-Initiative Co-Creativity

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    This article discusses the impact of artificially intelligent computers to the process of design, play and educational activities. A computational process which has the necessary intelligence and creativity to take a proactive role in such activities can not only support human creativity but also foster it and prompt lateral thinking. The argument is made both from the perspective of human creativity, where the computational input is treated as an external stimulus which triggers re-framing of humans’ routines and mental associations, but also from the perspective of computational creativity where human input and initiative constrains the search space of the algorithm, enabling it to focus on specific possible solutions to a problem rather than globally search for the optimal. The article reviews four mixed-initiative tools (for design and educational play) based on how they contribute to human-machine co-creativity. These paradigms serve different purposes, afford different human interaction methods and incorporate different computationally creative processes. Assessing how co-creativity is facilitated on a per-paradigm basis strengthens the theoretical argument and provides an initial seed for future work in the burgeoning domain of mixed-initiative interaction

    Diagnostic validity of comorbid bipolar disorder and obsessive-compulsive disorder: A systematic review

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    Objective: At least 50% of bipolar disorder (BD) patients have an additional diagnosis, one of the most difficult to manage being obsessive-compulsive disorder (OCD). Defining the nosology of BD-OCD comorbidity has important clinical implications, given that treatments for OCD can worsen BD outcomes. Method: A systematic review was conducted on: i) BD-OCD comorbidity lifetime prevalence and ii) on standard diagnostic validators: phenomenology, course of illness, heredity, biological markers, and treatment response. Relevant papers published through March 30th 2013 were identified searching the electronic databases MEDLINE, Embase, PsycINFO, and the Cochrane Library. Results: Sixty-four articles met inclusion criteria. Lifetime comorbidity prevalence was 11-21% in BD patients and 6-10% in OCD patients. Compared to non-comorbid subjects, BD-OCD has a more episodic course of OC symptoms (up to 75% vs. 3%), typically with worsening during depression (78%) and improvement during mania/hypomania (64%), as well as a higher total mean number of depressive episodes (8.9 ± 4.2 vs. 4.1 ± 2.7) and perhaps more antidepressant-induced mania/hypomania (39% vs. 9%). Conclusion: In this first systematic review of BD-OCD comorbidity, it appears that OC symptoms are usually secondary to BD, rather than representing a separate disease. © 2014 John Wiley & Sons A/S

    Exploring a Mixed Method Approach: Simulation Games and Q Methodology

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    In this paper we explore the possibilities to combine two research methods we regard as being very useful when interacting with stakeholders in complex systems. We discuss a mixed research methods approach, based on the Q methodology and a simulation game. In a game design process, translating the real or reference system into the game design is an intricate process and rather challenging due to the complexity of today’s societal systems. As shown by various studies, different data techniques are proposed in order to translate reality aspects. One of the proposed data gathering techniques in combination with simulation games is Q methodology. Q methodology is a suitable method to retrieve social perspectives of stakeholders on a particular topic. Yet it is still elusive how the results of a Q methodology can be used in a game design process. In this paper, we explore the possibilities how to combine the two methods and how to translate the results of the Q analysis into a game design concept. In the context of a case within the domain of transport and logistics, we discuss how such mixed research methods approach could look like. We conclude with a future outlook on our research.Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Policy Analysi

    International Union of angiology Position Statement on no-option chronic limb threatening ischemia

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    This position paper, written by members of International Union of Angiology (IUA) Youth Committee and senior experts, shows an overview of therapeutical approaches for patients with chronic limb-threatening ischemia (CLTI) and absence of 'standard' solutions for revascularization. The aim was to demonstrate the accurate management of the 'no-option' CLTI patient including the wound treatment and the rehabilitation, considering always the goal of the increase of quality of life of the patients. (Cite this article as: Troisi N, D'oria M, Fernandes E Fernandes J, Angelides N, Avgerinos E, Liapis C, et al. International Union of Angiology Position Statement on no-option chronic limb threatening ischemia

    A Multi-Language Comparison of Influences on Author Verification using Character N-Grams

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    We create a new multi-language corpus for author verification based on Wikipedia talkpages, and evaluate the influence that differences in topic and time have on character n-gram author profiles. Topic alignment between two texts is found to increase author verification precision, and an authors writing style is found to change over time, but not more significantly after 3 years than after 1 year.Information ArchitectureWISElectrical Engineering, Mathematics and Computer Scienc
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