Zobrazeno 1 - 10
of 15
pro vyhledávání: '"Wim Van der Vegt"'
Publikováno v:
International Journal of Computer Games Technology, Vol 2016 (2016)
For seizing the potential of serious games, the RAGE project—funded by the Horizon-2020 Programme of the European Commission—will make available an interoperable set of advanced technology components (software assets) that support game studios at
Externí odkaz:
https://doaj.org/article/5c4c320d81df451da5b9d4443cdb830e
Autor:
Wim Westera, Wim Van der Vegt
Publikováno v:
2019 IEEE 19th International Conference on Software Quality, Reliability and Security (QRS), 446-452
STARTPAGE=446;ENDPAGE=452;TITLE=2019 IEEE 19th International Conference on Software Quality, Reliability and Security (QRS)
QRS
van der Vegt, W & Westera, W 2019, Quality of reusable game software : Empowering developers with automated quality check . in 2019 IEEE 19th International Conference on Software Quality, Reliability and Security (QRS) . IEEE, pp. 446-452, 19th IEEE International Conference on Software Quality, Reliability and Security (QRS), Sofia, Bulgaria, 22/07/19 . https://doi.org/10.1109/QRS.2019.00061
STARTPAGE=446;ENDPAGE=452;TITLE=2019 IEEE 19th International Conference on Software Quality, Reliability and Security (QRS)
QRS
van der Vegt, W & Westera, W 2019, Quality of reusable game software : Empowering developers with automated quality check . in 2019 IEEE 19th International Conference on Software Quality, Reliability and Security (QRS) . IEEE, pp. 446-452, 19th IEEE International Conference on Software Quality, Reliability and Security (QRS), Sofia, Bulgaria, 22/07/19 . https://doi.org/10.1109/QRS.2019.00061
This study presents a quality assurance methodology geared to reusable (serious) game software that is posted on the Gamecomponents.eu marketplace portal. This portal provides an online hub for the exchange of serious game software components. The qu
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::29aa0d3c5b6a9deb154f290e1255e271
https://doi.org/10.1109/qrs.2019.00061
https://doi.org/10.1109/qrs.2019.00061
Autor:
Soude Fazeli, Hendrik Drachsler, Peter Sloep, Francis Brouns, Wim van der Vegt Brouns, Marlies Bitter-Rijpkema
Publikováno v:
IEEE Transactions on Learning Technologies, 11(3), 294-306. IEEE
Fazeli, S, Drachsler, H J, Bitter-Rijpkema, M E, Brouns, F M R, van der Vegt, G W & Sloep, P B 2018, ' User-centric evaluation of recommender systems in social learning platforms: Accuracy is just the tip of the iceberg ', IEEE Transactions on Learning Technologies, vol. 11, no. 3, pp. 294-306 . https://doi.org/10.1109/TLT.2017.2732349
Fazeli, S, Drachsler, H J, Bitter-Rijpkema, M E, Brouns, F M R, van der Vegt, G W & Sloep, P B 2018, ' User-centric evaluation of recommender systems in social learning platforms: Accuracy is just the tip of the iceberg ', IEEE Transactions on Learning Technologies, vol. 11, no. 3, pp. 294-306 . https://doi.org/10.1109/TLT.2017.2732349
Recommender systems provide users with content they might be interested in. Conventionally, recommender systems are evaluated mostly by using prediction accuracy metrics only. But, the ultimate goal of a recommender system is to increase user satisfa
Publikováno v:
van der Vegt, W, Westera, W, Kurvers, H & Nyamsuren, E 2019, Portability of Serious Game Software Components . in IEEE Conference on Games 2019 : London, United Kingdom 20-23 August 2019 . IEEE, pp. 221-228, IEEE Conference on Games (CoG) 2019, London, United Kingdom, 20/08/19 . https://doi.org/10.1109/CIG.2019.8848094
CoG
IEEE Conference on Games 2019: London, United Kingdom 20-23 August 2019, 221-228
STARTPAGE=221;ENDPAGE=228;TITLE=IEEE Conference on Games 2019
CoG
IEEE Conference on Games 2019: London, United Kingdom 20-23 August 2019, 221-228
STARTPAGE=221;ENDPAGE=228;TITLE=IEEE Conference on Games 2019
In recent studies, a component-based software engineering framework (RCSAA) has been proposed to accommodate the reuse of game software components across diverse game engines, platforms, and programming languages. This study follows up on this by a m
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::4c3afa5b07e384d0f2aa15f4d1f8636e
https://hdl.handle.net/1820/fa3e9918-0318-453c-8531-3bcca461cdef
https://hdl.handle.net/1820/fa3e9918-0318-453c-8531-3bcca461cdef
Publikováno v:
van der Vegt, W, Bahreini, K, Nyamsuren, E & Westera, W 2019, ' Toward reusable game technologies : assessing the usability of the RAGE component-based architecture framework ', EAI Endorsed Transactions on Serious Games, vol. 5, no. 17, e4 . https://doi.org/10.4108/eai.11-7-2019.159527
EAI Endorsed Transactions on Serious Games, Vol 5, Iss 17 (2019)
EAI Endorsed Transactions on Serious Games, 5(17):e4. Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
EAI Endorsed Transactions on Serious Games, Vol 5, Iss 17 (2019)
EAI Endorsed Transactions on Serious Games, 5(17):e4. Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
This paper investigates the usability of the RAGE component-based software architecture (RCSA). This architecture was designed to support serious game development by enabling cross-platform reuse of game software components. While the architecture ha
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::5aa636cdd2fcb062b672aa9b479765e6
https://research.ou.nl/en/publications/1278c282-2109-4c0d-8f9c-0f8259e8f315
https://research.ou.nl/en/publications/1278c282-2109-4c0d-8f9c-0f8259e8f315
Publikováno v:
Multimedia Tools and Applications, 78(14). Springer Netherlands
Bahreini, K, van der Vegt, W & Westera, W 2019, ' A fuzzy logic approach to reliable real-time recognition of facial emotions ', Multimedia Tools and Applications, vol. 78, no. 14, pp. 18943–18966 . https://doi.org/10.1007/s11042-019-7250-z
Bahreini, K, van der Vegt, W & Westera, W 2019, ' A fuzzy logic approach to reliable real-time recognition of facial emotions ', Multimedia Tools and Applications, vol. 78, no. 14, pp. 18943–18966 . https://doi.org/10.1007/s11042-019-7250-z
This paper represents our newly developed software for emotion recognition from facial expressions. Besides allowing emotion recognition from image files and recorded video files, it uses webcam data to provide real-time, continuous, and unobtrusive
Autor:
Adriana Berlanga, Kamakshi Rajagopal, Wim Van der Vegt, Francis Brouns, Peter Sloep, Sibren Fetter
Publikováno v:
International Journal of Learning Technology, 7(4), 378-399. Inderscience Publishers
Fetter, S, Berlanga, A, Sloep, P, Van der Vegt, W, Rajagopal, K & Brouns, F 2012, ' Using peer-support to connect learning network participants to each other: An interdisciplinary approach ', International Journal of Learning Technology, vol. 7, no. 4, pp. 378-399 . https://doi.org/10.1504/IJLT.2012.052212
Fetter, S, Berlanga, A, Sloep, P, Van der Vegt, W, Rajagopal, K & Brouns, F 2012, ' Using peer-support to connect learning network participants to each other: An interdisciplinary approach ', International Journal of Learning Technology, vol. 7, no. 4, pp. 378-399 . https://doi.org/10.1504/IJLT.2012.052212
A large-scale experiment is presented which examines the feasibility of using a new method of peer-support called Ad Hoc Transient Groups (AHTGs) to foster Social Capital of Learning Network participants. In AHTGs participants that have a request are
Publikováno v:
Fetter, S, Vegt, W V D & Sloep, P B 2015, ' Fostering online social capital through peer-support ', International Journal of Web Based Communities, vol. 11, no. 3/4, pp. 290-304 . https://doi.org/10.1504/IJWBC.2015.072129
International Journal of Web Based Communities, 11(3/4), 290-304. Inderscience Enterprises Ltd
International Journal of Web Based Communities, 11(3/4), 290-304. Inderscience Enterprises Ltd
Fostering social capital in online learning networks is essential for networked learning. Peer-support through so-called ad hoc transient groups (AHTGs) can help to socialise the network. A user-centric qualitative experiment was carried out to gauge
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::77288048000a05013aae22d55de0d639
https://research.ou.nl/en/publications/135fc5ab-6857-4269-b5b0-461365e2d1b7
https://research.ou.nl/en/publications/135fc5ab-6857-4269-b5b0-461365e2d1b7
Autor:
Fazeli, Soude, Drachsler, Hendrik, Bitter-Rijpkema, Marlies, Brouns, Francis, Brouns, Wim van der Vegt, Sloep, Peter B.
Publikováno v:
IEEE Transactions on Learning Technologies; Jul/Sep2018, Vol. 11 Issue 3, p294-306, 13p
Publikováno v:
Simulation & Gaming, 43(6), 825-852. SAGE Publications Inc.
Nadolski, R, Hummel, H, Slootmaker, A & Van der Vegt, W 2012, ' Architectures for developing multiuser, immersive learning scenarios ', Simulation & Gaming, vol. 43, no. 6, pp. 825-852 . https://doi.org/10.1177/1046878112443323
Nadolski, R, Hummel, H, Slootmaker, A & Van der Vegt, W 2012, ' Architectures for developing multiuser, immersive learning scenarios ', Simulation & Gaming, vol. 43, no. 6, pp. 825-852 . https://doi.org/10.1177/1046878112443323
Multiuser immersive learning scenarios hold strong potential for lifelong learning as they can support the acquisition of higher order skills in an effective, efficient, and attractive way. Existing virtual worlds, game development platforms, and gam
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::168432928f4e33e5ace3ce13c6073773
https://research.ou.nl/en/publications/a63165c5-1b35-41b5-8cad-c15d55a83ec3
https://research.ou.nl/en/publications/a63165c5-1b35-41b5-8cad-c15d55a83ec3