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Intelligent agents, voice and facial recognition applied in videogames in order to stimulate cognitive development of children — A case study of Tictactoe in 3D

机译:智能主体,语音和面部识别技术被应用于视频游戏中,以刺激儿童的认知发展-以3D中的密影为例

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Multiple products of the video game industry have been widely used in a variety of educational processes. However, the final creations usually do not include byproducts such as instruments, which may contain appropriate functional aspects, such as pedagogical, technical, and adequate teaching resources. Therefore some video games randomly encourage the cognitive development of children during their use while playing. In order to encourage and stimulate such form of learning, we aimed in this study to establish a methodology procedure by creating a fun video game in 3D, which shall inspire the logical and spatial reasoning of children with ages of about 10 and 11 years. Therefore, we applied an incremental methodology based on the dynamic life cycle of the Xtreme Programming. Furthermore, in order to obtain an attractive environment, we have used techniques like 3D graphics libraries management, image editing, editing and digitizing sound and video, voice pattern recognition, face recognition, modeling and intelligent agents. Being a case study, the mathematical modeling of the TicTacToe in 3D has been optimized, and its computational solution has been obtained using heuristic techniques of Artificial Intelligence. To validate our results, several tests have been performed in public schools. The results demonstrate how cognitive development improves when the applied educational support of a pedagogical humanlike agent shows physical presence within the video game.
机译:视频游戏行业的多种产品已广泛用于各种教育过程中。但是,最终作品通常不包括诸如乐器之类的副产品,副产品可能包含适当的功能方面,例如教学,技术和适当的教学资源。因此,一些电子游戏随机地鼓励儿童在玩耍时的认知发展。为了鼓励和刺激这种学习方式,我们的目标是通过创建有趣的3D视频游戏来建立一种方法程序,这将激发10至11岁儿童的逻辑和空间推理。因此,我们基于Xtreme编程的动态生命周期应用了一种增量方法。此外,为了获得有吸引力的环境,我们使用了3D图形库管理,图像编辑,声音和视频的编辑和数字化,语音模式识别,面部识别,建模和智能代理等技术。作为案例研究,已优化了3D中的TicTacToe的数学建模,并使用人工智能的启发式技术获得了其计算解决方案。为了验证我们的结果,已经在公立学校进行了几次测试。结果表明,当教育性类人代理人的应用教育支持在视频游戏中显示出实际存在时,认知发展将如何得到改善。

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