To engage students in learning, teachers have been trying their very effort to attract the eyeballs in classroom. Since the new generation is digital native, Digital Game-Based Learning (DGBL) is getting more attention in recent years. In this paper, guidelines are presented for teachers to integrate video games into class. According to the guidelines, we developed a preliminary design of mathematics lesson plan using the most popular game among children, Pokémon, for a second grade class of elementary school in Taiwan. The object is to minimize the effort and requirement to set up a situated learning environment. Observations showed that, in such arrangement, we could engage some students into the scenarios where math is applied.
Ahstract-This paper proposes a depth estimation method which converts two-dimensional images of limited depth of field (DOF) into three-dimensional data. The goal is to separate the focused foreground objects from the blurred background objects in an image. Our approach is based on two observations: (1) the focused objects on an image of limited DOF correspond to the objects with high frequency; (2) the high-frequency area of an image appears high energy on its high-frequency wavelet subbands. In our approach, each image is first transformed to the YUV color space; then Y component of the image is further transformed to the wavelet domain. Afterwards, the high frequency area of an image can be obtained from analyzing the high-frequency wavelet sub bands of the image. Finally, binarizatoin and smoothing techniques are applied to find the position of the focused objects on the image. The experimental result demonstrates the effectiveness of our approach.
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