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An adaptive framework for the creation of bodymotion-based games
As of the early 20 th century, a significant body of research has been published that shows how effective game-based learning and gamification techniques can be compared to other methods. However, creating games can be time consuming and usually demands a significant effort. Therefore, this paper fo...
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creator | Grammatikopoulou, A. Laraba, S. Sahbenderoglu, O. Dimitropoulos, K. Grammalidis, N. |
description | As of the early 20 th century, a significant body of research has been published that shows how effective game-based learning and gamification techniques can be compared to other methods. However, creating games can be time consuming and usually demands a significant effort. Therefore, this paper focuses on the design and development of a novel framework for the rapid design of body-motion-based customizable game-like applications. This framework consists of two components: i) an interface that allows the user to design the game and capture the motion data, and ii) a customizable game for learning and training using off-the-shelf motion capture sensors like the Microsoft Kinect. The game is automatically configured based on the output of the game design interface. In order to evaluate the proposed system, a pilot use case for the Latin dance Salsa has been selected. Preliminary small-scaled experiments with latin dance students have shown the great potential of the proposed application. |
doi_str_mv | 10.1109/VS-GAMES.2017.8056603 |
format | conference_proceeding |
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Preliminary small-scaled experiments with latin dance students have shown the great potential of the proposed application.</description><subject>adaptive</subject><subject>Avatars</subject><subject>framework</subject><subject>Games</subject><subject>Heuristic algorithms</subject><subject>Kinect V2</subject><subject>motion-based games</subject><subject>Sensors</subject><subject>Three-dimensional displays</subject><subject>Training</subject><issn>2474-0489</issn><isbn>1509058125</isbn><isbn>9781509058129</isbn><fulltext>true</fulltext><rsrctype>conference_proceeding</rsrctype><creationdate>2017</creationdate><recordtype>conference_proceeding</recordtype><sourceid>6IE</sourceid><recordid>eNotj81Kw0AURkdBsNY-gQjzAhPvnb9MdoZSq1Bx0eK2TDJ3NGo6ZRKUvr0Vuzp8cPjgMHaLUCBCdfe6Fsv6ebEuJGBZODDWgjpjV2igAuNQmnM2kbrUArSrLtlsGD4AAC1aVcKE3dc77oPfj9038Zh9Tz8pf_KYMh_fibeZ_NilHU-RNykc-vS3ROMHCvztaA_X7CL6r4FmJ07Z5mGxmT-K1cvyaV6vRFfBKBBdbBr0hLZEcqRiCC1IBB1Ko6UzVlGQ1itwjWyV8lTBUUALDWiLUk3Zzf9tR0Tbfe56nw_bU6_6BZQ0SbU</recordid><startdate>201709</startdate><enddate>201709</enddate><creator>Grammatikopoulou, A.</creator><creator>Laraba, S.</creator><creator>Sahbenderoglu, O.</creator><creator>Dimitropoulos, K.</creator><creator>Grammalidis, N.</creator><general>IEEE</general><scope>6IE</scope><scope>6IL</scope><scope>CBEJK</scope><scope>RIE</scope><scope>RIL</scope></search><sort><creationdate>201709</creationdate><title>An adaptive framework for the creation of bodymotion-based games</title><author>Grammatikopoulou, A. ; Laraba, S. ; Sahbenderoglu, O. ; Dimitropoulos, K. ; Grammalidis, N.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-i90t-118fbb1ae1671e8e3fddc02104d75428563ed26a308b2c33ae90dc0160b046123</frbrgroupid><rsrctype>conference_proceedings</rsrctype><prefilter>conference_proceedings</prefilter><language>eng</language><creationdate>2017</creationdate><topic>adaptive</topic><topic>Avatars</topic><topic>framework</topic><topic>Games</topic><topic>Heuristic algorithms</topic><topic>Kinect V2</topic><topic>motion-based games</topic><topic>Sensors</topic><topic>Three-dimensional displays</topic><topic>Training</topic><toplevel>online_resources</toplevel><creatorcontrib>Grammatikopoulou, A.</creatorcontrib><creatorcontrib>Laraba, S.</creatorcontrib><creatorcontrib>Sahbenderoglu, O.</creatorcontrib><creatorcontrib>Dimitropoulos, K.</creatorcontrib><creatorcontrib>Grammalidis, N.</creatorcontrib><collection>IEEE Electronic Library (IEL) Conference Proceedings</collection><collection>IEEE Proceedings Order Plan All Online (POP All Online) 1998-present by volume</collection><collection>IEEE Xplore All Conference Proceedings</collection><collection>IEEE Electronic Library (IEL)</collection><collection>IEEE Proceedings Order Plans (POP All) 1998-Present</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Grammatikopoulou, A.</au><au>Laraba, S.</au><au>Sahbenderoglu, O.</au><au>Dimitropoulos, K.</au><au>Grammalidis, N.</au><format>book</format><genre>proceeding</genre><ristype>CONF</ristype><atitle>An adaptive framework for the creation of bodymotion-based games</atitle><btitle>2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)</btitle><stitle>VS-GAMES</stitle><date>2017-09</date><risdate>2017</risdate><spage>209</spage><epage>216</epage><pages>209-216</pages><eissn>2474-0489</eissn><eisbn>1509058125</eisbn><eisbn>9781509058129</eisbn><abstract>As of the early 20 th century, a significant body of research has been published that shows how effective game-based learning and gamification techniques can be compared to other methods. 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language | eng |
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source | IEEE Xplore All Conference Series |
subjects | adaptive Avatars framework Games Heuristic algorithms Kinect V2 motion-based games Sensors Three-dimensional displays Training |
title | An adaptive framework for the creation of bodymotion-based games |
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