International Journal of Entertainment Technology and Management (9 papers in press)
Designing Interconnected Haptic Interfaces and actuators for teleoperations in Mobile Ad Hoc Networks
by George Kokkonis, Hlias Gounopoulos, Dimitris Tsiamitros, Dimitrios Stimoniaris, Georgios Fragkoulis
Abstract: The growing acceptance of wireless ad hoc networks in war situations, emergency situations, research applications, and conference rooms has resulted in the massive growth of ad hoc networks. The absence of fixed infrastructure for ad-hoc networks means that nodes communicate wirelessly directly with each other with the peer to peer model. The mobility of these nodes imposes limits on the network scalability, as well as on the rate of transmission. Portable "hosts" are systems where each node must be capable of working as a router and can forward packets produced from other nodes. Interconnecting haptic interfaces in virtual environments is rather a demanding task. This paper presents the topology of the mobile ad hoc networks. Moreover it outlines the thresholds, the limitations, and the techniques for using haptic interfaces for teleoperations in a mobile ad hoc network. Routing algorithms and congestion control techniques for using haptic interfaces in mobile ad hoc networks are analyzed. Simulations are taken place in order to test whether an ad hoc network can support the interconnection of haptic interfaces. Resulting this, we could say that on-demand protocols, such as DSDV, are suitable for networks with a large number of nodes and frequent modifications of network topology.
Keywords: Haptic interfaces; ad hoc networks; haptics; Manets; tactile interfaces; tactile feedback; haptic feedback; performance evaluation; congestion control; Destination Sequenced Distance Vector Routing; DSDV; mobile networks;.
THE IMPACT OF INCENTIVE MECHANISM AND KNOWLEDGE SHARING MOTIVATION ON THE SATISFACTION OF FANPAGE'S MEMBERS ON FACEBOOK IN VIETNAM
by Quoc Trung Pham, Ngoc Kien Phuc Tran
Abstract: Today, knowledge becomes an extremely valuable asset for any organization. Social networking, a representative of Web 2.0 technology, is more and more utilized by many companies in marketing, knowledge management, entertainment, and collaboration. However, how to take advantage of social networking sites to support marketing activities, attracting more customers and encouraging knowledge sharing is still a difficult question. In addition, the research on knowledge sharing through social networking sites in Vietnam is fairly rare and limited. Based on the previous study of Chen et al. (2012), this study wants to evaluate the relationship between incentive mechanism, knowledge sharing motivation and the satisfaction of fanpage members on Facebook, the most popular social network in Vietnam. Data samples were collected through a survey in Vietnam, including 203 respondents who are currently a member of at least one company fanpage on Facebook. The research model is tested through quantitative analysis, including Cronbach's Alpha, EFA, CFA, and SEM with the support of SPSS and AMOS software. The results show that Knowledge sharing motivation and Incentive mechanism have positive impacts on the Satisfaction of fanpage members, while the Incentive mechanism also has a positive impact on Knowledge sharing motivation. Based on this result, a suitable Incentive mechanism should be considered by businesses in increasing both their members satisfaction and knowledge sharing motivation.
Keywords: Incentive mechanism; Knowledge sharing motivation; Satisfaction; Fanpage members; Facebook.
Use of simulation technology in teaching nursing clinical skills
by Michael Kourakos, Theodora Kafkia
Abstract: Nursing education has evolved from being descriptive and more conventional to using state of the art equipment such as simulators and/or computer software. Educational institutions invest in costly technology in order to prepare students for clinical practice while not worrying for patients safety and confidentiality. On the other hand, educators need to be able not only to use modern technology, but also to prepare appropriate and active learning courses transforming students from passive receptors of knowledge to critical thinkers who can apply their theoretical knowledge in the actual clinical or community setting. The goal of new technologies integration into education is to achieve high level and cost-effective care and ultimate patient outcomes.
Keywords: Education; Nursing; Simulation.
A COMPREHENSIVE Design of a Structured Technology Based Therapy to Prevent Post Intensive Care Syndrome (CogGYM PLATFORM)
by Mona M. El-Hady, Samaa Shohieb
Abstract: Post-Intensive Care Syndrome (PICS) is a newly acquired long-term\r\ncognitive impairment. It includes major physical, mental and functional\r\ndisabilities that affect the critically ill patients experience. Integrating\r\ntechnology-based activities into occupational therapy sessions means;\r\nIntensive Care Unit (ICU) patients are given the chance to challenge their\r\ncognitive abilities as well as their physical function, and to interact with\r\ntechnology within a physically limiting environment. This paper presents\r\na complete research design (from medical and technical points of views),\r\ntest conduction, and evaluate the effect of implementing a designed\r\nStructured Technology Based Therapy (STBT) on preventing PICS among\r\ncritically ill patients. Authors called the new STBT platform, CogGym\r\n(Cognition Gymnastics). CogGym is an Android- based devices platform\r\nwith an Arabic User Interface (UI) that contains many flexible and easy to\r\nuse games designed specifically for the Arab critically ill patients. Ditto,\r\nCogGym enables them to continue to do therapeutic gymnastics after the\r\ntherapist leaves the room to keep working toward rehabilitation goals.
Keywords: Technology Based Therapy; Cognition Games; Intensive Care Unit; Post-\r\nIntensive Care Syndrome; Critically Ill Patients.
Edutainment and practice in video based learning: Enriching educational videos with interactive activities and games
by Alexandros Kleftodimos, Georgios Lappas, Evangelidis Georgios
Abstract: Video-based learning has a long history but the transfer of educational videos to the web has given a powerful potential to this form of learning. Today there is an abundance of independent educators, trainers, and educational organizations that use online video for educational content delivery. In most cases however, the videos that exist in educational platforms do not contain any aspects of interactivity and educational entertainment (edutainment). These are mostly non-interactive videos and in cases where there is interactivity this is mainly restricted to in-video quizzes and user annotations. The aim of this paper is to present solutions on how to develop interactive video-based learning environments using open source and freeware tools. In these solutions educational videos are enriched with knowledge testing activities, games, and hands-on practice exercises for learning software applications. The developed video-based learning environments were used and evaluated in classroom settings and some findings are reported in the paper.
Keywords: video based learning; interactive videos; game based learning; edutainment.
The effectiveness of using LEGO
by Barbara Caci
Abstract: The present article offers a theoretical contribution to the understanding of the effectiveness of using robotics as cognitive and social rehabilitative toys. Starting from the theoretical foundations of educational robotics in the framework of Constructionism, it provides methodological indications related to game activities with robotics behavior construction kits, such as LEGO
Keywords: Robotics; Robotics behavior construction kits; LEGO; Rehabilitation; Intellectual disability.
The Oscars in Twitter: Insights Acquired through Social Network Analysis
by Vasiliki Vrana, Dimitrios Kydros
Abstract: Twitter offers tremendous opportunities for people to engage in discussion regarding the Oscars awards through information sharing, expressing opinions, disappointment or enthusiasm on movies, casts, and productions. Despite the huge number of tweets generated and the notable excitement about the Oscars, there is a void in the literature about the dynamic interconnections of users interacting in Twitter. In this paper we use Social Network Analytic techniques to record and create networks of users discussing and interacting in Twitter around the search term Oscars. We subsequently present and study the users networks gaining insights regarding their clusterability in communities and some of their discussion topics. We also study the macroscopic structure of the users network and prove that they belong to a class of networks bearing the scale-free topology. Finally, we create new networks based on the actual content of the tweets, based on word adjacencies and we procced with a similar investigation on these semantic networks.
Keywords: Oscars; Twitter; Data Mining; Social Network Analysis; Word adjacencies; Semantic network.
An exploration of chess personalities in grandmasters and class-A players using virtual humans
by Khaldoon Dhou
Abstract: The topic of virtual humans is increasingly vital in entertainment. They offer an influential medium for amusement and learning. In this article, the researcher investigates virtual chess players of different personalities to explore the psychology of competition between two groups of virtual chess players: grandmasters and class-A players. More specifically, the researcher evaluates the different errors made by the two groups of virtual players while competing against each other. The two virtual grandmasters are represented by Anderssen and Leko, who vary in their attack and defense styles. While Anderssen is an aggressive grandmaster, who starts attacking his opponent at an early stage of the game, Leko is known for being a solid defensive player. The class-A players in this study vary in their Knight-Bishop employment preferences. The study reveals many interesting findings of the errors made by different virtual chess players. These findings have their grounds in social sciences and can be beneficial to psychology and computing researchers.
Keywords: virtual humans; personality; chess; entertainment.
Technologies to feed your mind: implementing edutainment laboratories
by Lorella Gabriele, Francesca Bertacchini
Abstract: The purpose of this paper is to present edutainment environments devoted to educational robotics, evolutionary robotics and Chaos theory, with the aim to provide ideas that can be easily reproduced in different contexts. The adopted approaches, the research settings, the technical and technological organization, the tools used and the activities here described, synthetize the results of different research work carried out by the Laboratory of Psychology and Cognitive Sciences of the University of Calabria. Edutainment labs are part of the constructivist framework that joins education and entertainment to create rich learning environment through hands-on activities and using technologies. The design of these edutainment environments is critical because it is necessary to combine contents, tools and skills to be acquired, considering motivational components such as, novelty, curiosity, play, competition, teamwork, joyful activities. We observed how students simply learn and experiment practically advanced scientific concepts of contemporary science.
Keywords: Edutainment laboratories; constructivist methodology; educational technologies.