A Fuzzy Logic Module to Estimate a Driver’s Fuel Consumption for Reality-Enhanced Serious Games

In this project, the authors have explored an application in the automotive field, estimating driver performance in terms of fuel consumption, based on three key vehicular signals, that are directly controllable by the driver: throttle position sensor (TPS), engine rotation speed (RPM) and car speed.

The Fuzzy Logic, models can be easily plugged into a reality-enhanced gaming architecture.Four models have been studied with all the possible combinations of the chosen variables (TPS and RPM; RPM and speed; TPS and speed; TPS, speed and RPM).
Input data were taken from the enviroCar database, and our fuel consumption predictions compared with their estimated values.

Results indicate that the model with the three inputs outperforms the other models giving a higher coefficient of determination (R2), and lower error. Our study also shows that RPM is the most important fuel consumption predictor, followed by TPS and speed



It is the concept that refers to a person’s ability to perceive and reproduce music. Due to its complexity, it can be best defined by different aspects of music like pitch, harmony, etc. Scientists believe that musicality is not an inherent trait possessed only by musicians but something anyone can nurture and train in themselves.

Musicality is a game that enables you to test and train your musical perception. Through fun and interactive mini-games you are able to improve your musical ability!

The game focuses on three of the most basic aspects of musicality: instrument recognition, tempo and tone. For each aspect we created different mini-games in order to make training a varied and attractive activity.

Demo presented at the Exhibition space in GaLA Conference 2018 https://lnkd.in/eMrEQVw

The authors found amazing the interaction had with everybody at the demo session ! People were open and interested in looking at their ideas and provided them with meaningful feedback.

Risk Game: Capturing impact of information quality on human belief assessment and decision making

By Jousselme, A.-L., Pallotta, G., & Locke

It is a contrived technique capturing data expressing human reasoning features during a specific task of situation assessment. The information abstracted by cards and its quality which varies along the three dimensions of uncertainty, imprecision and falseness, is randomly selected by dice roll.

The game has been played by experts of maritime surveillance, mostly marine officers from several nations. The Risk Game is domain-independent and can be designed for any specific application involving reasoning with multi-sources.

The preliminary results obtained are promising and allow validating the efficiency of the elicitation method in capturing the link between information quality and human belief assessment.

Besides the positive feedback collected from the players and their perceived effectiveness of the method, the data effectively capture the impact some specific information quality dimensions on belief assessment.

The authors highlight, for instance that 1) the relevance of information perceived by the players may differ from the effective information relevance; 2) a high ratio of false information increases the uncertainty of the player before decision and may lead to wrong decisions, or that 3) the context has a high impact on the decision made. Future extensions of the Risk Game are finally sketched.

Read the complete paper:

Read the complete paper:


Lost Earth 2307

In this game players liberate the galaxy from an evil cult by accomplishing reconnaissance missions, which is to analyze aerial or satellite images, to annotate them and to report. It’s a story driven 4X strategy game where the mission results closely correlate with the further story progress and the amount of available resources. See below the video’s game link:https://www.iosb.fraunhofer.de/servlet/is/58015/

Missing: Understanding the Reception of a Serious Game by Analyzing App Store Data

By Toftedahl, M., Backlund, P., & Engström, H. University of Skövde

The focus of this paper is the design and player reception of a serious game called Missing released on Google Play with the intention of spreading awareness of trafficking and its impact on individuals and society.

The aim of the paper is to investigate how the game has been received by its players, focusing on its trafficking theme, by analyzing player metrics and app store data available from the Google Play digital distribution system.

The paper presents results focusing on three main knowledge contributions: the identification and characterization of the tension between the designer’s intention with a game’s mechanics and how they help to convey the message of the game, the identification of the complexity of finding relevant reviews relating to the serious theme of the game and the identification and characterization of the tension between the star rating and the content of the reviews.

One of the conclusions is that even a negative review can mirror a positive result in terms of fulfillment of the purpose. Read the complete paper: