Proceedings of the 11th IEEE International Conference on Networking, Sensing and Control 2014
DOI: 10.1109/icnsc.2014.6819669
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kNN-based adaptive virtual reality game system

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Cited by 10 publications
(4 citation statements)
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“…advantage to embed path-finding into the games that guides players throughout open-world environments. Another challenge is to conduct rigorous assessment in gameplay in order to offer students personalized learning experiences [Johnson et al, 2014].…”
Section: Discussionmentioning
confidence: 99%
“…advantage to embed path-finding into the games that guides players throughout open-world environments. Another challenge is to conduct rigorous assessment in gameplay in order to offer students personalized learning experiences [Johnson et al, 2014].…”
Section: Discussionmentioning
confidence: 99%
“…From the perspective of personalization, some researchers allow game players to choose roles, scenes or personalized cognitive training tasks according to their own preferences to achieve personalized game design (Reategui et al, 2006 ; Wei, 2009 ; Hollingdale and Greitemeyer, 2013 ; Lin et al, 2013 ; Li et al, 2016 ; Nagle et al, 2016 ; Orji et al, 2017 ; Orji and Moffatt, 2018 ; Soares et al, 2018 ; Waltemate et al, 2018 ; Zibrek et al, 2018 ; González et al, 2019 ; Knutas et al, 2019 ; Troussas et al, 2019 ). There are also some researchers from the adaptive point of view, by dynamically changing the parameters in the game, automatically adapting to the player's game difficulty, dynamically generating new content and other methods to achieve the adaptive design of the game (Carro et al, 2002 ; Hunicke, 2005 ; Togelius et al, 2010 ; Johnson et al, 2014 ; Li et al, 2014 ; Yannakakis and Togelius, 2015 ; Shaker et al, 2016 ; Schadenberg et al, 2017 ; Soler-Dominguez et al, 2017 ; Ashish et al, 2018 ; Lopes et al, 2018 ; Shi and Chen, 2018 ; Souza et al, 2018 ; Denisova and Cairns, 2019 ; Dey et al, 2019 ; Hendrix et al, 2019 ; Liang et al, 2019 ; Pan et al, 2019 ; Papadimitriou et al, 2019 ; Peng et al, 2019 ; Plass et al, 2019 ; Sepulveda et al, 2019 ). Relevant research showed that adding personalized design to electronic science games for improving cognitive abilities could enhance the cognitive training experience of gamers, stimulate their interest in cognitive training, and better enhance the training experience and cognition ability of gamers (Reategui et al, 2006 ; Wei, 2009 ; Hollingdale and Greitemeyer, 2013 ; Lin et al, 2013 ; Li et al, 2016 ; Nagle et al, 2016 ; Orji et al, 2017 ; Orji and Moffatt, 2018 ; Soares et al, 2018 ; Waltemate et al, 2018 ; Zibrek et al, 2018 ; González et al,…”
Section: Introductionmentioning
confidence: 99%
“…There are also some researchers from the adaptive point of view, by dynamically changing the parameters in the game, automatically adapting to the player's game difficulty, dynamically generating new content and other methods to achieve the adaptive design of the game (Carro et al, 2002 ; Hunicke, 2005 ; Togelius et al, 2010 ; Johnson et al, 2014 ; Li et al, 2014 ; Yannakakis and Togelius, 2015 ; Shaker et al, 2016 ; Schadenberg et al, 2017 ; Soler-Dominguez et al, 2017 ; Ashish et al, 2018 ; Lopes et al, 2018 ; Shi and Chen, 2018 ; Souza et al, 2018 ; Denisova and Cairns, 2019 ; Dey et al, 2019 ; Hendrix et al, 2019 ; Liang et al, 2019 ; Pan et al, 2019 ; Papadimitriou et al, 2019 ; Peng et al, 2019 ; Plass et al, 2019 ; Sepulveda et al, 2019 ). Relevant research showed that adding personalized design to electronic science games for improving cognitive abilities could enhance the cognitive training experience of gamers, stimulate their interest in cognitive training, and better enhance the training experience and cognition ability of gamers (Reategui et al, 2006 ; Wei, 2009 ; Hollingdale and Greitemeyer, 2013 ; Lin et al, 2013 ; Li et al, 2016 ; Nagle et al, 2016 ; Orji et al, 2017 ; Orji and Moffatt, 2018 ; Soares et al, 2018 ; Waltemate et al, 2018 ; Zibrek et al, 2018 ; González et al, 2019 ; Knutas et al, 2019 ; Troussas et al, 2019 ); adding adaptive design to electronic science games used to improve cognitive ability, which can match the player's level with the difficulty of the game, so that gamers can obtain the best training effect (Carro et al, 2002 ; Hunicke, 2005 ; Togelius et al, 2010 ; Johnson et al, 2014 ; Li et al, 2014 ; Yannakakis and Togelius, 2015 ; Shaker et al, 2016 ; Schadenberg et al, 2017 ; Soler-Dominguez et al, 2017 ; Ashish et al, 2018 ; Lopes et al, 2018 ; Shi and Chen,…”
Section: Introductionmentioning
confidence: 99%
“…Instead of offering hints or self-guided discovery, the system then provides the student with the exact sections of help that best fit their needs. Here, we briefly explain each module of the adaptive system, but refer readers to (Johnson et al, 2014] for the technical detail. timeliness of system knowledge of the student reflected in the student model.…”
Section: Overview Of the Knn-based Gridlockmentioning
confidence: 99%