Skip to main content
Erschienen in: Journal of Computers in Education 3/2019

29.08.2018

An adaptive framework for the creation of exergames for intangible cultural heritage (ICH) education

verfasst von: A. Grammatikopoulou, S. Laraba, O. Sahbenderoglu, K. Dimitropoulos, S. Douka, N. Grammalidis

Erschienen in: Journal of Computers in Education | Ausgabe 3/2019

Einloggen

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

As of the early twentieth 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. These technologies are also very important for the learning and transmission of intangible cultural heritage (ICH) creations, which include, among others, dance, theater, and other skills where body motion has a primary role. 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, three pilot-use cases have been selected: (i) the Latin dance Salsa, (ii) the Greek traditional dance Tsamiko, and (iii) the Walloon (Belgian) traditional dance. Moreover, small-scaled experiments concerning the three different use cases were conducted, where both beginners and experts evaluated the game-like application for dance learning. Furthermore, a group of dance experts were asked to design and generate their own game and evaluate their experience. Results showed that the use of such a game-like application could be efficient, as positive feedback was obtained. In summary, participants found that the generated game-like application meets its objectives; it is generally efficient and satisfactory and offers a novel tool for ICH transmission and education. Last but not the least, the dance experts expressed their interest in developing more such games in the future, since they characterized the game design module as easy and intuitive to use.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literatur
Zurück zum Zitat Alivizatou-Barakou, M., Kitsikidis, A., Tsalakanidou, F., Dimitropoulos, K., Giannis, C., Nikolopoulos, S., et al. (2017). Intangible cultural heritage and new technologies: challenges and opportunities for cultural preservation and development (pp. 129–158). Cham: Springer. Alivizatou-Barakou, M., Kitsikidis, A., Tsalakanidou, F., Dimitropoulos, K., Giannis, C., Nikolopoulos, S., et al. (2017). Intangible cultural heritage and new technologies: challenges and opportunities for cultural preservation and development (pp. 129–158). Cham: Springer.
Zurück zum Zitat Anderson, E. F. McLoughlin L., Liarokapis F., Peters, C., Petridis, P., & de Freitas, S. (2009). Serious games in cultural heritage. In M. Ashley & F. Liarokapis (Eds) Proceedings of the 10th international symposium on virtual reality, archaeology and cultural heritage VAST-state of the art reports. Anderson, E. F. McLoughlin L., Liarokapis F., Peters, C., Petridis, P., & de Freitas, S. (2009). Serious games in cultural heritage. In M. Ashley & F. Liarokapis (Eds) Proceedings of the 10th international symposium on virtual reality, archaeology and cultural heritage VAST-state of the art reports.
Zurück zum Zitat Anderson, F., Grossman, T., Matejka, J., & Fitzmaurice, G. (2013). YouMove: enhancing movement training with an augmented reality mirror. In Proceedings of the 26th annual ACM symposium on user interface software and technology, ACM, pp. 311–320. Anderson, F., Grossman, T., Matejka, J., & Fitzmaurice, G. (2013). YouMove: enhancing movement training with an augmented reality mirror. In Proceedings of the 26th annual ACM symposium on user interface software and technology, ACM, pp. 311–320.
Zurück zum Zitat Berndt, D. J., & Clifford, J. (1994). Using dynamic time warping to find patterns in time series. In KDD workshop (Vol. 10, No. 16, pp. 359–370). Berndt, D. J., & Clifford, J. (1994). Using dynamic time warping to find patterns in time series. In KDD workshop (Vol. 10, No. 16, pp. 359–370).
Zurück zum Zitat Bettio, R. W., Silva, A. H. C., Heimfarth, T., Freire, A. P., & de Sá, A. G. C. (2013). Model and implementation of body movement recognition using support vector machines and finite state machines with cartesian coordinates input for gesture-based interaction. Journal of Computer Science & Technology, 2013(13), 69–75. Bettio, R. W., Silva, A. H. C., Heimfarth, T., Freire, A. P., & de Sá, A. G. C. (2013). Model and implementation of body movement recognition using support vector machines and finite state machines with cartesian coordinates input for gesture-based interaction. Journal of Computer Science & Technology, 2013(13), 69–75.
Zurück zum Zitat Bevilacqua, F., Zamborlin, B., Sypniewski, A., Schnell, N., Guédy, F., & Rasamimanana, N. (2009). Continuous realtime gesture following and recognition. In Gesture in embodied communication and human-computer interaction (pp. 73–84). Berlin Heidelberg: Springer. Bevilacqua, F., Zamborlin, B., Sypniewski, A., Schnell, N., Guédy, F., & Rasamimanana, N. (2009). Continuous realtime gesture following and recognition. In Gesture in embodied communication and human-computer interaction (pp. 73–84). Berlin Heidelberg: Springer.
Zurück zum Zitat Boyan, A., & Sherry, J. L. (2011). The challenge in creating games for education: Aligning mental models with game models. Child Development Perspectives, 5(2), 82–87.CrossRef Boyan, A., & Sherry, J. L. (2011). The challenge in creating games for education: Aligning mental models with game models. Child Development Perspectives, 5(2), 82–87.CrossRef
Zurück zum Zitat Chan, J. C., Leung, H., Tang, J. K., & Komura, T. (2011). A virtual reality dance training system using motion capture technology. IEEE Transactions on Learning Technologies, 4(2), 187–195.CrossRef Chan, J. C., Leung, H., Tang, J. K., & Komura, T. (2011). A virtual reality dance training system using motion capture technology. IEEE Transactions on Learning Technologies, 4(2), 187–195.CrossRef
Zurück zum Zitat Chang, Y. H., Lin, Y. K., Fang, R. J., & Lu, Y. T. (2017). A situated cultural festival learning system based on motion sensing. Eurasia Journal of Mathematics, Science & Technology Education, 13(3), 571–588. Chang, Y. H., Lin, Y. K., Fang, R. J., & Lu, Y. T. (2017). A situated cultural festival learning system based on motion sensing. Eurasia Journal of Mathematics, Science & Technology Education, 13(3), 571–588.
Zurück zum Zitat Charlier, N., Ott, M., Remmele, B., & Whitton, N. (2012). Not just for children: Game-based learning for older adults. In Proceedings of the 6th European conference on games based learning, pp. 102–108. Charlier, N., Ott, M., Remmele, B., & Whitton, N. (2012). Not just for children: Game-based learning for older adults. In Proceedings of the 6th European conference on games based learning, pp. 102–108.
Zurück zum Zitat Dagnino, F. M., Ott M., Pozzi, F., Yilmaz, E., Tsalakanidou F., Dimitropoulos, K., & Grammalidis, N. (2015). Serious games to support learning of rare ‘intangible’ cultural expressions. In Proceedings of the 9th international technology, education and development conference (INTED2015), Madrid, Spain, pp. 7184–7194. Dagnino, F. M., Ott M., Pozzi, F., Yilmaz, E., Tsalakanidou F., Dimitropoulos, K., & Grammalidis, N. (2015). Serious games to support learning of rare ‘intangible’ cultural expressions. In Proceedings of the 9th international technology, education and development conference (INTED2015), Madrid, Spain, pp. 7184–7194.
Zurück zum Zitat Dimitropoulos, K., Barmpoutis, P., Kitsikidis, A., & Grammalidis, N. (2016). Classification of multidimensional time-evolving data using histograms of grassmannian points. IEEE Transactions on Circuits and Systems for Video Technology, 28(4), 892–905.CrossRef Dimitropoulos, K., Barmpoutis, P., Kitsikidis, A., & Grammalidis, N. (2016). Classification of multidimensional time-evolving data using histograms of grassmannian points. IEEE Transactions on Circuits and Systems for Video Technology, 28(4), 892–905.CrossRef
Zurück zum Zitat Dimitropoulos, K., Manitsaris, S., Tsalakanidou, F., Denby, B., Crevier-Buchman, L., Dupont, S., et al. (2018). A multimodal approach for the safeguarding and transmission of intangible cultural heritage: The case of i-Treasures. IEEE Intelligent Systems. https://doi.org/10.1109/mis.2018.111144858. Dimitropoulos, K., Manitsaris, S., Tsalakanidou, F., Denby, B., Crevier-Buchman, L., Dupont, S., et al. (2018). A multimodal approach for the safeguarding and transmission of intangible cultural heritage: The case of i-Treasures. IEEE Intelligent Systems. https://​doi.​org/​10.​1109/​mis.​2018.​111144858.
Zurück zum Zitat Dimitropoulos, K., Manitsaris, S., Tsalakanidou, F., Nikolopoulos, S., Denby, B., Al Kork, S., Crevier-Buchman, L., Pillot-Loiseau, C., Dupont, S., Tilmanne, J., Ott, M., Alivizatou, M., Yilmaz, E., Hadjileontiadis, L. Charisis, V., Deroo, O., Manitsaris, A., Kompatsiaris, I., & Grammalidis, N. (2014). Capturing the intangible: An introduction to the i-Treasures project. In Proceedings of the 9th International conference on computer vision theory and applications (VISAPP2014), Lisbon, Portugal. Dimitropoulos, K., Manitsaris, S., Tsalakanidou, F., Nikolopoulos, S., Denby, B., Al Kork, S., Crevier-Buchman, L., Pillot-Loiseau, C., Dupont, S., Tilmanne, J., Ott, M., Alivizatou, M., Yilmaz, E., Hadjileontiadis, L. Charisis, V., Deroo, O., Manitsaris, A., Kompatsiaris, I., & Grammalidis, N. (2014). Capturing the intangible: An introduction to the i-Treasures project. In Proceedings of the 9th International conference on computer vision theory and applications (VISAPP2014), Lisbon, Portugal.
Zurück zum Zitat Djaouti, D., Alvarez, J., & Jessel, J. P. (2011). Classifying serious games: the G/P/S model”. Handbook of research on improving learning and motivation through educational games. Multidisciplinary Approaches, 2, 118–136. Djaouti, D., Alvarez, J., & Jessel, J. P. (2011). Classifying serious games: the G/P/S model”. Handbook of research on improving learning and motivation through educational games. Multidisciplinary Approaches, 2, 118–136.
Zurück zum Zitat Eddy, S. R. (1996). Hidden markov models. Current Opinion in Structural Biology, 6(3), 361–365.CrossRef Eddy, S. R. (1996). Hidden markov models. Current Opinion in Structural Biology, 6(3), 361–365.CrossRef
Zurück zum Zitat Froschauer, J., Seidel, I., Gartner, M., Berger, H., & Merkl D. (2010). Design and evaluation of a serious game for immersive cultural training. In ‘VSMM’, 16th International Conference in Virtual System and MultimediaConference, IEEE, pp. 253–260. Froschauer, J., Seidel, I., Gartner, M., Berger, H., & Merkl D. (2010). Design and evaluation of a serious game for immersive cultural training. In ‘VSMM’, 16th International Conference in Virtual System and MultimediaConference, IEEE, pp. 253–260.
Zurück zum Zitat Gao, Y., & Mandryk, R. (2012). The acute cognitive benefits of casual exergame play. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 1863–1872). ACM. Gao, Y., & Mandryk, R. (2012). The acute cognitive benefits of casual exergame play. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 1863–1872). ACM.
Zurück zum Zitat Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441–467.CrossRef Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441–467.CrossRef
Zurück zum Zitat Gerling, K., Livingston, I., Nacke, L., & Mandryk, R. (2012, May). Full-body motion-based game interaction for older adults. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 1873–882). ACM. Gerling, K., Livingston, I., Nacke, L., & Mandryk, R. (2012, May). Full-body motion-based game interaction for older adults. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 1873–882). ACM.
Zurück zum Zitat Göbel, S., Salvatore, L., & Konrad, R. (2008). StoryTec: A digital storytelling platform for the authoring and experiencing of interactive and non-linear stories. International Conference on Automated Solutions for Cross Media Content and Multi-Channel Distribution, Florence, 2008, 103–110. https://doi.org/10.1109/AXMEDIS.2008.45.CrossRef Göbel, S., Salvatore, L., & Konrad, R. (2008). StoryTec: A digital storytelling platform for the authoring and experiencing of interactive and non-linear stories. International Conference on Automated Solutions for Cross Media Content and Multi-Channel Distribution, Florence, 2008, 103–110. https://​doi.​org/​10.​1109/​AXMEDIS.​2008.​45.CrossRef
Zurück zum Zitat Graafland, M., Schraagen, J. M., & Schijven, M. P. (2012). Systematic review of serious games for medical education and surgical skills training. British Journal of Surgery, 99, 1322–1330.CrossRef Graafland, M., Schraagen, J. M., & Schijven, M. P. (2012). Systematic review of serious games for medical education and surgical skills training. British Journal of Surgery, 99, 1322–1330.CrossRef
Zurück zum Zitat Hainey, T., Connolly, T. M., Stansfield, M. H., & Boyle, E. A. (2011). Evaluation of a games to teach requirements. Collection and analysis in software engineering at tertiary education level. Computers & Education, 56(1), 21–35.CrossRef Hainey, T., Connolly, T. M., Stansfield, M. H., & Boyle, E. A. (2011). Evaluation of a games to teach requirements. Collection and analysis in software engineering at tertiary education level. Computers & Education, 56(1), 21–35.CrossRef
Zurück zum Zitat Henderson, S. J., & Feiner, S. (2009). Evaluating the benefits of augmented reality for task localization in maintenance of an armored personnel carrier turret. In Mixed and Augmented reality, 2009. ISMAR 2009. 8th IEEE International Symposium on (pp. 135–144). IEEE. Henderson, S. J., & Feiner, S. (2009). Evaluating the benefits of augmented reality for task localization in maintenance of an armored personnel carrier turret. In Mixed and Augmented reality, 2009. ISMAR 2009. 8th IEEE International Symposium on (pp. 135–144). IEEE.
Zurück zum Zitat Huang, C., & Huang, Y. (2013). Annales school-based serious game creation framework for Taiwan indigenous cultural heritage. Journal of Computing in Cultural Heritage, 6(2), 9.CrossRef Huang, C., & Huang, Y. (2013). Annales school-based serious game creation framework for Taiwan indigenous cultural heritage. Journal of Computing in Cultural Heritage, 6(2), 9.CrossRef
Zurück zum Zitat Jenny, S. E., Schary, D. P., Noble, K. M., & Hamill, S. D. (2017). The effectiveness of developing motor skills through motion-based video gaming: A review. Simulation & Gaming, 48(6), 722–734.CrossRef Jenny, S. E., Schary, D. P., Noble, K. M., & Hamill, S. D. (2017). The effectiveness of developing motor skills through motion-based video gaming: A review. Simulation & Gaming, 48(6), 722–734.CrossRef
Zurück zum Zitat Kanode, C. M., & Haddad, H. M. (2009). Software engineering challenges in game development. In Information Technology: New Generations, 2009. ITNG’09. Sixth International Conference on, IEEE, pp. 260–265. Kanode, C. M., & Haddad, H. M. (2009). Software engineering challenges in game development. In Information Technology: New Generations, 2009. ITNG’09. Sixth International Conference on, IEEE, pp. 260–265.
Zurück zum Zitat Kitsikidis, A., Dimitropoulos, K., Douka, S., & Grammalidis, N. (2014a). Dance analysis using multiple kinect sensors. In Computer vision theory and applications (VISAPP), 2014 International Conference on (Vol. 2, pp. 789–795). IEEE. Kitsikidis, A., Dimitropoulos, K., Douka, S., & Grammalidis, N. (2014a). Dance analysis using multiple kinect sensors. In Computer vision theory and applications (VISAPP), 2014 International Conference on (Vol. 2, pp. 789–795). IEEE.
Zurück zum Zitat Kitsikidis, A., Dimitropoulos, K., Uğurca, D., Bayçay, C., Yilmaz, E., Tsalakanidou, F., & Grammalidis, N. (2015). A game-like application for dance learning using a natural human computer interface. In International Conference on Universal Access in Human-Computer Interaction (pp. 472–482). Berlin: Springer International Publishing. Kitsikidis, A., Dimitropoulos, K., Uğurca, D., Bayçay, C., Yilmaz, E., Tsalakanidou, F., & Grammalidis, N. (2015). A game-like application for dance learning using a natural human computer interface. In International Conference on Universal Access in Human-Computer Interaction (pp. 472–482). Berlin: Springer International Publishing.
Zurück zum Zitat Kitsikidis, A., Dimitropoulos, K., Yilmaz, E., Douka, S., & Grammalidis, N. (2014b). Multi-sensor technology and fuzzy logic for dancer’s motion analysis and performance evaluation within a 3D virtual environment. In international conference on universal access in human-computer interaction (pp. 379–390). Berlin: Springer International Publishing. Kitsikidis, A., Dimitropoulos, K., Yilmaz, E., Douka, S., & Grammalidis, N. (2014b). Multi-sensor technology and fuzzy logic for dancer’s motion analysis and performance evaluation within a 3D virtual environment. In international conference on universal access in human-computer interaction (pp. 379–390). Berlin: Springer International Publishing.
Zurück zum Zitat Kourakli, M., Altanis, I., Retalis, S., Boloudakis, M., Zbainos, D., & Antonopoulou, K. (2017). Towards the improvement of the cognitive, motoric and academic skills of students with special educational needs using Kinect learning games. International Journal of Child-Computer Interaction, 11, 28–39.CrossRef Kourakli, M., Altanis, I., Retalis, S., Boloudakis, M., Zbainos, D., & Antonopoulou, K. (2017). Towards the improvement of the cognitive, motoric and academic skills of students with special educational needs using Kinect learning games. International Journal of Child-Computer Interaction, 11, 28–39.CrossRef
Zurück zum Zitat Laraba, S., & Tilmanne, J. (2016). Dance performance evaluation using hidden Markov models. Computer Animation and Virtual Worlds, 27(3–4), 321–329.CrossRef Laraba, S., & Tilmanne, J. (2016). Dance performance evaluation using hidden Markov models. Computer Animation and Virtual Worlds, 27(3–4), 321–329.CrossRef
Zurück zum Zitat Leggetter, C. J., & Woodland, P. C. (1995). Flexible speaker adaptation using maximum likelihood linear regression. In Proc. ARPA spoken language technology workshop (Vol. 9, pp. 110–115). Leggetter, C. J., & Woodland, P. C. (1995). Flexible speaker adaptation using maximum likelihood linear regression. In Proc. ARPA spoken language technology workshop (Vol. 9, pp. 110–115).
Zurück zum Zitat Mamdani, E. H., & Assilian, S. (1975). An experiment in linguistic synthesis with a fuzzy logic controller. International Journal of Man-Machine Studies, 7(1), 1–13.CrossRef Mamdani, E. H., & Assilian, S. (1975). An experiment in linguistic synthesis with a fuzzy logic controller. International Journal of Man-Machine Studies, 7(1), 1–13.CrossRef
Zurück zum Zitat Martínez-Durá, M., Arevalillo-Herráez, M., García-Fernández, I., Gamón-Giménez, M. A., & RodríguezCerro, A. (2001). Serious games for health and safety training. In M. Prensky (Ed.), Digital game-based learning. New York: McGraw-Hill. Martínez-Durá, M., Arevalillo-Herráez, M., García-Fernández, I., Gamón-Giménez, M. A., & RodríguezCerro, A. (2001). Serious games for health and safety training. In M. Prensky (Ed.), Digital game-based learning. New York: McGraw-Hill.
Zurück zum Zitat Mortara, M., Catalano, C. E., Bellotti, F., Fiucci, G., Houry-Panchetti, M., & Petridis, P. (2014). Learning cultural heritage by serious games. Journal of Cultural Heritage, 15(3), 318–325.CrossRef Mortara, M., Catalano, C. E., Bellotti, F., Fiucci, G., Houry-Panchetti, M., & Petridis, P. (2014). Learning cultural heritage by serious games. Journal of Cultural Heritage, 15(3), 318–325.CrossRef
Zurück zum Zitat Müller, M. (2007). Information retrieval for music and motion (Vol. 2). Heidelberg: Springer.CrossRef Müller, M. (2007). Information retrieval for music and motion (Vol. 2). Heidelberg: Springer.CrossRef
Zurück zum Zitat Pazhoumand-Dar, H., Lam, C. P., & Masek, M. (2015). Joint movement similarities for robust 3D action recognition using skeletal data. Journal of Visual Communication and Image Representation, 30, 10–21.CrossRef Pazhoumand-Dar, H., Lam, C. P., & Masek, M. (2015). Joint movement similarities for robust 3D action recognition using skeletal data. Journal of Visual Communication and Image Representation, 30, 10–21.CrossRef
Zurück zum Zitat Petrelli, D., Not, E., Damala, A., van Dijk, D., & Lechner, M. (2014). meSch—material encounters with digital cultural heritage. In Euro-Mediterranean Conference (pp. 536–545). Springer, Cham. Petrelli, D., Not, E., Damala, A., van Dijk, D., & Lechner, M. (2014). meSch—material encounters with digital cultural heritage. In Euro-Mediterranean Conference (pp. 536–545). Springer, Cham.
Zurück zum Zitat Pozzi, F., Antonaci, A., Dagnino, F. M., Ott, M., & Tavella, M. (2014). A participatory approach to define user requirements of a platform for intangible cultural heritage education. In Computer vision theory and applications (VISAPP), 2014 international conference on (Vol. 2, pp. 782–788). IEEE. Pozzi, F., Antonaci, A., Dagnino, F. M., Ott, M., & Tavella, M. (2014). A participatory approach to define user requirements of a platform for intangible cultural heritage education. In Computer vision theory and applications (VISAPP), 2014 international conference on (Vol. 2, pp. 782–788). IEEE.
Zurück zum Zitat Ravet, T., Tilmanne, J., & d’Alessandro, N. (2014). Hidden Markov model based real-time motion recognition and following. In Proceedings of the 2014 International Workshop on Movement and Computing (p. 82). ACM: Paris, France, 2014. Ravet, T., Tilmanne, J., & d’Alessandro, N. (2014). Hidden Markov model based real-time motion recognition and following. In Proceedings of the 2014 International Workshop on Movement and Computing (p. 82). ACM: Paris, France, 2014.
Zurück zum Zitat Sodhi, R., Benko, H., & Wilson, A. (2012). LightGuide: projected visualizations for hand movement guidance. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 179–188). ACM. Sodhi, R., Benko, H., & Wilson, A. (2012). LightGuide: projected visualizations for hand movement guidance. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 179–188). ACM.
Zurück zum Zitat Susi, T., Johanesson, M. & Backlund, P. (2007), “Serious games: An overview (Technical Report)”. Susi, T., Johanesson, M. & Backlund, P. (2007), “Serious games: An overview (Technical Report)”.
Zurück zum Zitat ten Holt, G. A., Reinders, M. J., & Hendriks, E. A. (2007). Multi-dimensional dynamic time warping for gesture recognition. In Thirteenth annual conference of the advanced school for computing and imaging (Vol. 300, p. 1). ten Holt, G. A., Reinders, M. J., & Hendriks, E. A. (2007). Multi-dimensional dynamic time warping for gesture recognition. In Thirteenth annual conference of the advanced school for computing and imaging (Vol. 300, p. 1).
Zurück zum Zitat Tilmanne, J., & d’Alessandro,N. (2015). “MotionMachine: A new framework for motion capture signal feature prototyping”. In Proc. 2015 European signal processing conference (EUSIPCO 2015), Nice, France, 31 August–4 September 2015. Tilmanne, J., & d’Alessandro,N. (2015). “MotionMachine: A new framework for motion capture signal feature prototyping”. In Proc. 2015 European signal processing conference (EUSIPCO 2015), Nice, France, 31 August–4 September 2015.
Zurück zum Zitat Tisserand, Y., Magnenat-Thalmann, N., Unzueta, L., Linaza, M. T., Ahmadi, A., O’Connor, N. E., & Daras, P. (2017). Preservation and gamification of traditional sports. In Mixed reality and gamification for cultural heritage (pp. 421–446). Springer, Cham. Tisserand, Y., Magnenat-Thalmann, N., Unzueta, L., Linaza, M. T., Ahmadi, A., O’Connor, N. E., & Daras, P. (2017). Preservation and gamification of traditional sports. In Mixed reality and gamification for cultural heritage (pp. 421–446). Springer, Cham.
Zurück zum Zitat Velloso, E., Bulling, A. & Gellerson, H. (2013). MotionMA: Modelling and analysis by demonstration. CHI pp. 1309–1318. Velloso, E., Bulling, A. & Gellerson, H. (2013). MotionMA: Modelling and analysis by demonstration. CHI pp. 1309–1318.
Zurück zum Zitat Yilmaz, E., Ugurca, D., Sahin, C., Dagnino, F. M., Ott, M., Pozzi, F., Dimitropoulos, K., Tsalakanidou, F., Kitsikidis, A., Al Kork, S. K., Xu, K., Denby, B., Roussel, P., Chawah, P., Buchman, L., Adda-Decker, M., Dupont, S., Picart, B., Tilmanne, J., Alivizatou, M., Hadjileontiadis, L., Charisis, V., Glushkova, A., Volioti, C., Manitsaris, A., Hemery, E., Moutarde, F., Grammalidis, N. (2015). Novel 3D Game-like applications driven by body interactions for learning specific forms of intangible cultural heritage. VISAPP2015, Berlin, Germany. Yilmaz, E., Ugurca, D., Sahin, C., Dagnino, F. M., Ott, M., Pozzi, F., Dimitropoulos, K., Tsalakanidou, F., Kitsikidis, A., Al Kork, S. K., Xu, K., Denby, B., Roussel, P., Chawah, P., Buchman, L., Adda-Decker, M., Dupont, S., Picart, B., Tilmanne, J., Alivizatou, M., Hadjileontiadis, L., Charisis, V., Glushkova, A., Volioti, C., Manitsaris, A., Hemery, E., Moutarde, F., Grammalidis, N. (2015). Novel 3D Game-like applications driven by body interactions for learning specific forms of intangible cultural heritage. VISAPP2015, Berlin, Germany.
Zurück zum Zitat Zap, N., & Code, J. (2009). Self-regulated learning in video game environments. In R. Ferdig (Ed.), Handbook of research on effective electronic gaming in education (pp. 738–756). PA: Hershey.CrossRef Zap, N., & Code, J. (2009). Self-regulated learning in video game environments. In R. Ferdig (Ed.), Handbook of research on effective electronic gaming in education (pp. 738–756). PA: Hershey.CrossRef
Metadaten
Titel
An adaptive framework for the creation of exergames for intangible cultural heritage (ICH) education
verfasst von
A. Grammatikopoulou
S. Laraba
O. Sahbenderoglu
K. Dimitropoulos
S. Douka
N. Grammalidis
Publikationsdatum
29.08.2018
Verlag
Springer Berlin Heidelberg
Erschienen in
Journal of Computers in Education / Ausgabe 3/2019
Print ISSN: 2197-9987
Elektronische ISSN: 2197-9995
DOI
https://doi.org/10.1007/s40692-018-0115-z

Weitere Artikel der Ausgabe 3/2019

Journal of Computers in Education 3/2019 Zur Ausgabe