A family, avatars of the players, arrives at a dilapidated country house where a professor had caused a failed experiment. The family has to accomplish different missions to contribute on conserving energy and help ing the device to return to a normal state. All missions (e.g. washing clothes on low temperatures) take place in the real world. It takes approximately 2 days to complete a mission. The game has 13 missions, 8 quizzes and an end-battle/scene. The end condition is reached when all devices and the professor are brought out of their confused state. The player is getting feedback on energy use and savings during playing, which is based on average energy consumption in the 21 days before the intervention started. A household is in competition with 7 virtual households.
The aim is to contribute to the stimulation of individual sustainable behaviour by studying how gamification can be a positive incentive for people to change their behaviour regarding energy use at home. It also aims to study whether transfer from game play to real life behaviour has a long-term character.
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
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.
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.
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/