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 […]
By Krassen Stefanov (Sofia University St. Kliment Ohridski)
The second international Joint Conference on Serious Games (JCSG 2016) was held in Brisbane, Australia and hosted by Griffith University. JCSG 2016 brought together the 7th Serious Games Development and Applications (SGDA 2016) and 6th Serious Games (GameDays 2016) conferences, previously held in the UK, Norway, Germany, and Portugal.
The RAGE project was presented with one full paper: The RAGE Software Asset Model and Metadata Model. This paper summarises the main efforts from WP1 and was presented during the conference from Prof. Krassen Stefanov, University of Sofia. The paper was well accepted by the […]
Nowadays, while technology evolves at a tremendous speed, we, as developers, have to permanently keep in touch with the latest trends and enhance the tools we build. That’s why the presence of a demonstrative website for our framework has become imperative. Thus we have developed the online version of our ReaderBench framework which covers multi-lingual comprehension-centered services constructed to address a wide range of individual and collaborative learning scenarios.
First, the services covered within the website include a Reading Strategies component which provides an in-depth perspective of comprehension processes such as the facility for students to be engaged in reading a […]
HATCH: Stimulating thinking for fledgling creative corporates
Creative industries undergraduates need to think and learn about how best to secure an income after graduation – HATCH delivers the digital dialogue to support lecture input.
HATCH is being developed by Gameware Europe in collaboration with Hull College with the idea of creating a digital environment to enable students to explore, experience and learn from an extensible series of activities which model key processes, decisions and outcomes that are likely to be encountered when setting up a new business enterprise.
HATCH focus is around […]