Developing Digital Storytelling Applications for Preschoolers. An Experience Report Anamaria Moldovan, Adriana-Mihaela Guran, Grigoreta-Sofia Cojocar |
207-224 |
Performance Analysis in Implementation of a Dodgeball Agent for Video Games Bianca-Cerasela-Zelia Blaga, Dorian Gorgan |
225-240 |
Opportunities for career orientation as perceived by university students on Facebook Valentina Iuliana Manea, Costin Pribeanu |
241-254 |
Interactive Gesture-based Sign Language Recognition for the Romanian Alphabet Adrian Sabou, Daniela Georgiana Stanciu |
255-266 |
1 Albinuța Kindergarten
27 Gr. Alexandrescu, Cluj-Napoca, Romania
2 Babeș-Bolyai University, Faculty of Mathematics and Computer Science
1 M. Kogălniceanu, Cluj-Napoca, Romania
Abstract. Digital storytelling is a worldwide known concept, adopted by many countries for its educational uses and studied in various forms, unfortunately less explored in the Romanian teaching-learning space due to other priorities regarding education. The lack of related case studies in the Romanian educational space brings the opportunity to adapt the concept to the needs of preschoolers and teachers. Stories, spoken or written, have always been a part of human life, an experience to learn, to know or to be known. Technology, as well, became a part of everyday life and its usage should be oriented to the benefit of the next generations. These brought the idea of combining stories and technology and adapt the combination in order to serve educational purposes. This paper is a report of building digital storytelling applications for Romanian preschoolers attending the public formal kindergarten system. All the applications were built by students during the Design of Interactive Software Systems (DISS) compulsory course for Software Engineering Master Degree.
Keywords: Digital Storytelling, Kindergarten, Education, Preschoolers.
Cite this paper as:
Moldovan, A., Guran, A.-M., Cojocar, G.-S. Developing Digital Storytelling Applications for Preschoolers. An Experience Report.
International Journal of User-System Interaction 12(4),
207-224, 2019.
Technical University of Cluj-Napoca, Computer Science Department
26-28 G. Baritiu, 400027, Cluj-Napoca, Romania
Abstract. Over the last few years, there has been an amazing growth in the video game industry, as great improvements have been made to the fields of graphics and engines. The development of artificial intelligence has enabled developers to create complex non-player characters (NPCs) that enhance the virtual worlds. In this paper, we present the implementation of a dodgeball agent using a recent toolkit called Unity Machine Learning Agents. We explore the capabilities of this technology and test its performance, while analyzing the ways in which it can be used to enrich a computer game.
Keywords: Artificial Intelligence, machine learning, non-player characters, video games.
Cite this paper as:
Blaga, B.-C.-Z., Gorgan, D. Performance Analysis in Implementation of a Dodgeball Agent for Video Games.
International Journal of User-System Interaction 12(4),
225-240, 2019.
1 Technical University of Civil Engineering
Bd. Lacul Tei 122-124, Bucharest, Romania
2 Academy of Romanian Scientists
Splaiul Indpendentei 54, Bucharest, Romania
Abstract. Social networking websites provide several kinds of educational support. The powerful capabilities of social media technologies are expanding the traditional education in many directions, from paper-based learning to web-based learning, from individual learning to social learning, from formal learning in class to informal and nonformal learning outside class and home. On the one hand, social learning entails various activities such as meetings, active participation, critical thinking, presentation, information and content sharing, collaboration, and debate. On the other hand, it brings in front new educational goals related to personal development and career orientation. This paper aims at exploring the usefulness of Facebook for personal development and career orientation. A structural model has been developed and tested that relates four kinds of educational support: finding information and resources, collaboration and socialization, personal development, and career orientation. The model testing results show that the opportunities for information sharing and for personal development have a direct and positive influence on career orientation.
Keywords: social networking websites, educational use of Facebook, personal development, career orientation, university students.
Cite this paper as:
Manea, V. I., Pribeanu, C. Opportunities for career orientation as perceived by university students on Facebook.
International Journal of User-System Interaction 12(4),
241-254, 2019.
Technical University of Cluj-Napoca, Computer Science Department
26-28 G. Baritiu, 400027, Cluj-Napoca, Romania
Abstract. This paper presents an approach to interactive, gesture-based, sign language interpretation for deaf people. The application explores the suitability of the Leap Motion sensor for converting gestures and hand signs into text input. Data provided by the Leap Motion controller, such as hand and fingers positions, normals for every vector used, tip and length for each finger, are converted and fine-tuned to allow proper interpretation of the sign language. The recognized letters and words can then be easily fed into a natural language processing framework to work towards the final goal of providing a highly customizable natural language processing input interface for deaf people.
Keywords: Gesture recognition, LeapMotion, sign language
Cite this paper as:
Sabou, A., Stanciu, D. G. Interactive Gesture-based Sign Language Recognition for the Romanian Alphabet.
International Journal of User-System Interaction 12(4),
255-266, 2019.