Would you change your job as a New Year’s Resolution?
Whether the Universe brought you the opportunity of a new job or you feel like you should make a change in 2017, your résumé represents an “identity card”, a portrait of yourself. It should be clean, straightforward, catchy, therefore creating the right first impression.
The odds are that you already used many templates for your Curriculum Vitae. Maybe you read a bunch of articles with tips and tricks for creating a better CV. Probably you presented your résumé to relatives or friends and asked for an opinion. Thus, we provide a cutting-edge tool […]
We’re happy to reproduce the note published by ADL that speaks of our work. Read the original post, here.
ADL recently collaborated with researchers from the e-learning group, Complutense University of Madrid (Department of Software Engineering and Artificial Intelligence) on their H2020 RAGE research project to create a serious games profile for the Experience API (xAPI) specification. The profile is now published at https://w3id.org/xapi/seriousgames. This effort serves as a starting point for the Serious Games Community of Practice, which will help inform future updates or improvements to the profile.
A serious game is a video game designed with a purpose other than […]
Post by Wim Westera, December 6, 2016
On December 6th the RAGE project organised a demo session on the GALA serious gaming conference at Utrecht University. We presented a selection of the games and game technology components that we are developing. Also, we included demos from 2 more Horizon2020 projects (Prosociallearn and Beaconing), a demo from the FP7 project JamtoDay , and game demos from 3 renowned Dutch game studios: IJsfontein, Basecamp Games and The Barn Games.
RAGE presented the following game software components:
Real-Time Emotion Recognition Component (Kiavash Bahreini)
Using the webcam images for accurate extraction of 7 basic emotions. The asset […]
By Boyan Bontchev (Sofia University St. Kliment Ohridski)
November 21st, 2016
The Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM2016) was organized by the Research Institute for Educational Sciences, University of Salamanca. The conference was held at Instituto Universitario de Ciencias de la Educación (IUCE) located in Salamanca, Spain.
The RAGE project was presented with one full paper named “Assessing Engagement in an Emotionally-Adaptive Applied Game”. The paper gives an overview of usage of a RAGE software asset (Real-Time Arousal Detection Using Galvanic Skin Response Asset) and experimental results about assessment of player engagements obtained in a case study with an […]
Cultural and Scientific Heritage Conference
By Boyan Bontchev (Sofia University St. Kliment Ohridski).
November 21st, 2016
The Sixth International Conference on Digital Presentation and Preservation of Cultural and Scientific Heritage (DiPP2016) was organized under the patronage of UNESCO and with the support of Bulgarian National Scientific Fund. The conference was held at the Regional Museum of History and Regional Public Library in Veliko Tarnovo, Bulgaria.
The RAGE project was presented with one full paper: The RAGE Software Asset Model and Metadata Model. This presentation was scheduled in a separate invited talk’s session, without any other parallel activities. The paper described main design and development […]
By Frank Dignum (Utrecht University).
In many serious games natural interaction with a virtual character is an important component of the learning support. This is obvious for a game like Communicate! in which medical students train to communicate with patients. But it also applies to games to train job application or call centre training. In most of these games the dialogue is created through a fixed tree like scenario, where the trainee can choose between several dialogue options and the virtual character will react accordingly. Scores are kept linked to the choices that are made indicating how well a trainee scores […]