{"title":"Creating Simultaneous Story Arcs Using Constraint Based Narrative Structure","authors":"S. Moon, S. Kim, Sang-Yong Han","doi":"10.1109/DIGITEL.2010.44","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.44","url":null,"abstract":"A nonlinear story can be generated by the interactivities between story and an author using the interactive storytelling system. Unlike a play or movie in which audiences can watch one scene at a time and then watch next scene, various events can simultaneously happen at different places in the real world, and even those events performed by characters may dramatically affect the flow of the story. This paper suggests Constraint Based narrative structure to create such story, known as “Simultaneous Story Arcs”, and “Multi Viewpoint” to simultaneously lead the direction of the stories in each place.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134215204","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Virtual Parabola Festival: The Platform Design and Learning Strategies for Virtual Learning Community of Practice","authors":"Ming-Shiou Kuo, Chi-Syan Lin","doi":"10.1109/DIGITEL.2010.22","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.22","url":null,"abstract":"This paper initiates the preliminary study on the designs of facilitating a virtual learning community of practice (VCoP). By means of a role-playing game, thematic plotting, and multi-learner engagement, a virtual learning environment is built as the primary learning metaphor into the discussion. First, the Best Digital Village (BDV) is introduced. Second, the parabola flight formula is chosen to be the thematic learning medium, and it is packaged with other learning tasks as a whole learning content called Parabola Festival. In addition to the framework of the system architecture, each learning scene and task is presented and explained as the secondary learning metaphor, including the strategy that uses team collaboration, peer evaluation, profile information, and so on. A Further discussion is made on the approaches based on the three aspects of learning interface design: learner-learner, learner-learning context, and learner-learning activities. Finally, the system prototype is briefly explained to empirically explore the promise of virtual learning worlds.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131318440","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"On Design Methodology and Practice of Bionics","authors":"Wan-ting Chiu, S. Chiou","doi":"10.1109/DIGITEL.2010.24","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.24","url":null,"abstract":"It has been 50 years since Bionics were first being studied and developed. However, the findings and scholars in Bionics were rather deficient comparing with its developing history, and that made Bionics unable to become a leading subject among all the other disciplines, let alone the achievements of Bionic applications to designing. Under the principle of interdisciplinary research, this study has reviewed the concepts and knowledge system of Bionic design, and further by the given examples of the Biology of crabs, this study has also analyzed a hands-on practice in applying the Biological knowledge to designing. The logic of Bionic design, which is also the ultimate expectation of this study -- is to reload and transform the elements of Biology and technology/material after the comprehension of Biological knowledge. To sum up, this study aims to inference the education approaches of Bionic design, and to construct and analyze the methodology of Bionic design by the achievements of former approaches. Aimed at the third year university students in Taiwan, the hands-on practice revealed the following effects: 1. the designers usually have a good sense on connecting the shape and functions of organism to the product design, and result in a visual completeness. 2. Knowledge of different organisms indeed enriches education, thought and sense, and opens up a new route of designing. 3. Interdisciplinary study is necessary for breaking the closed subjects, and for accepting another new knowledge to widen the view. I believe this worth a better development by more designers and researchers in the future.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115107629","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Maureen Wu, Calvin C. Y. Liao, Zhi-Hong Chen, T. Chan
{"title":"Designing a Competitive Game for Promoting Students' Effort-Making Behavior by Virtual Pets","authors":"Maureen Wu, Calvin C. Y. Liao, Zhi-Hong Chen, T. Chan","doi":"10.1109/DIGITEL.2010.51","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.51","url":null,"abstract":"Learning companion applications in the educational field make learning activity more diverse. Studies of animal companion have suggested that the different elements would affect learners in better quality of effort-making. This study enlarges the competition element in the existing animal companion system. With this competitive game to help low-capable children build confidence and make greater efforts. According to three design principles, we develop new games to cultivate students’ belief that \"The more effort the students make in preparation time, the easier the students win the game in the competition\". This belief could let them believe that diligence may change the destiny. Future work will examine the competitive game’s usability and further adjustments in the system design.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"198 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121193373","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Hui-Wen Wu, Yana C. Y. Huang, Zhi-Hong Chen, Calvin C. Y. Liao, T. Chan
{"title":"Designing a Simulation Game to Help Children Learn the Concept of Financial Management","authors":"Hui-Wen Wu, Yana C. Y. Huang, Zhi-Hong Chen, Calvin C. Y. Liao, T. Chan","doi":"10.1109/DIGITEL.2010.50","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.50","url":null,"abstract":"In this paper, we present a simulation game about financial management for children to help them learn significant concepts in the finance education. Different from traditional delivery of paper-based knowledge, simulation games can provide a number of opportunities to control and manipulate something in the virtual game environment. Thus, students, particularly children, can experience what they hardly do in the real life. Based on the design rationale, we are developing a prototype system which contains several functions about financial management. For example, students can learn the concept of working for earning money, note taking, saving money in the bank, and investing in the stock market.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127946777","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Adapting Learning Theories in Mobile Game-Based Learning Development","authors":"Syamsul Bahrin Zaibon, N. Shiratuddin","doi":"10.1109/DIGITEL.2010.37","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.37","url":null,"abstract":"The learning experiences through mobile device can be expected from the learning activities and the mobile contents such as games and mobile applications. This paper presents an approach to develop a mobile game-based learning (mGBL) by adapting a review of learning theories and approaches. The review reveals a few characteristics that interconnected to the mGBL. In adapting the characteristics, mGBL is developed based on the concept of values in 1 Malaysia. The approach reveals that the mGBL is considered successfully developed. The main deliverables of this study are the mGBL characteristics mapped with learning theories and approaches, the mGBL application and the development stages. The developed mGBL has potential to be a learning tool and marketed since it seems unique to Malaysia. The development stages employed to the mGBL development were successfully implemented, simple to follow, and provided an easy guideline for developer to develop similar concept of mGBL.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132153463","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An Interactive Caricature Creating System Based on Modified Snake Algorithm and Weighted Synthesizing Coloration","authors":"Mei-Yi Wu, Yu-Chen Chuang, Yi-Chian Huang, Greg Gliemi","doi":"10.1109/DIGITEL.2010.43","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.43","url":null,"abstract":"Cartoon caricatures have moved from the comic pages to every form of visual medium; the image of a politician in campaign promotions, the representation of a singer on a Web site or CD jacket, and the picture of a bride and groom on their wedding invitation. From television programs, television newscasts, movie screens, newspapers, brochures, pamphlets, posters, and textbooks: Cartoon caricatures are omnipresent. The purpose of this study is to make use of image processing technologies, including a modified snake algorithm and a method of weighted synthesizing, to develop an application with an uncomplicated user interface so that a developer with little or no artistic training can create a caricature of a visually admirable quality by following a few uncomplicated steps. This paper includes images for both PC platform and PDA platform user interfaces for illustration of the applications operation and results","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127898116","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Examining the Potentials of Computer Games for English Learning","authors":"Howard Hao-Jan Chen, Wendy Huang","doi":"10.1109/DIGITEL.2010.35","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.35","url":null,"abstract":"This study aims to investigate Taiwanese EFL college students’ perceptions of the potentials of computer games for language learning. The participants are required to play two selected video games, Sid Meier’s Pirates and Telltale Sam & Max in the researcher’s computer assisted language learning class. To elicit participants’ perceptions of computer games, researchers asked them to write a reflection paper after they had played these two games for more than ten hours. The findings show that most students believe that suitable computer games can assist second language learning. The strengths and weaknesses of using computer games in language education are also discussed in this paper.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124106297","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
P. Fan, Su-Ju Lu, H. Wu, Wei-Hsien Wu, Chih-Ming Chen
{"title":"High Interactive Web-Annotation Based E-learning Platform","authors":"P. Fan, Su-Ju Lu, H. Wu, Wei-Hsien Wu, Chih-Ming Chen","doi":"10.1109/DIGITEL.2010.58","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.58","url":null,"abstract":"This paper aims to develop a multi-user Web Content Annotation System by ways of a tree structure to facilitate in-depth discussion. Apart from annotating systems like hand written notes and labeling stickers, learners can focus on specific topics or terminologies, publish (answers) questions or opinions, initiate discussions on annotations made by others, and make re-annotations through a tree structure to a further discussion. Contents of discussion are presented in webpage form. Knowledge providers therefore could make extensions on current curriculum or topics. Learners, along with other users, are able to acquire more in-depth readings and further annotations. From such in-depth discussions of specific topics or terminologies, collaborative online learning is reinforced.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"222 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115535771","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Chitetris: A Chinese Proverb Learning Game Utilizing Tetris Game Plot","authors":"T. Chen","doi":"10.1109/DIGITEL.2010.34","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.34","url":null,"abstract":"Tetris is a popular game available on almost every computer platform. A Tetris segment is made up of four rectangular blocks, which fits rightly with a four-character Chinese proverb. We utilize the Tetris game plot and design the Chitetris game -- an interactive and extensible Chinese proverb learning platform. The Chitetris game augments the spatial recognition and manipulation game elements of Tetris with the glyph recognition and semantic synthesis elements. We believe the Chitetris game offer an interactive, interesting, and engaging Chinese proverb learning environment that will enthuse student players.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116898054","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}