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Showing papers by "Lakhmi C. Jain published in 2011"


BookDOI
09 Dec 2011
TL;DR: This book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings.
Abstract: The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.

177 citations


Book
09 Nov 2011
TL;DR: The four-volume set LNAi 6881-LNAI 6884 constitutes the refereed proceedings of the 15th International Conference on Knowledge-Based Intelligent Information and Engineering Systems, KES 2011, held in Kaiserslautern, Germany, in September 2011.
Abstract: The four-volume set LNAI 6881-LNAI 6884 constitutes the refereed proceedings of the 15th International Conference on Knowledge-Based Intelligent Information and Engineering Systems, KES 2011, held in Kaiserslautern, Germany, in September 2011. Part 1: The total of 244 high-quality papers presented were carefully reviewed and selected from numerous submissions. The 61 papers of Part 1 are organized in topical sections on artificial neural networks, connectionists systems and evolutionary computation, machine learning and classical AI, agent, multi-agentsystems, knowledge based and expert systems, intelligent vision, image processing and signal processing, knowledge management, ontologies, and data mining.

60 citations



BookDOI
01 Jan 2011

24 citations


Book
15 Sep 2011
TL;DR: This research book proposes a general conceptual framework for the development of automation in human-agents environments that will allow human- agent teams to work effectively and efficiently.
Abstract: This research book proposes a general conceptual framework for the development of automation in human-agents environments that will allow human- agent teams to work effectively and efficiently. We examine various schemes to implement artificial intelligence techniques in agents. The text is directed to the scientists, application engineers, professors and students of all disciplines, interested in the agency methodology and applications.

21 citations


Book ChapterDOI
01 Oct 2011
TL;DR: In this chapter, the reader is provided an overview of the book with a perspective of future trends of serious games.
Abstract: Designing computer games or adopting commercial off-the-shelf games to support learning and teaching has become a promising frontier of education, since games technology is inexpensive, widely available, fun and entertaining for people of all ages, especially for the generation that grow up in constant contact with digital media. As a subset of serious games, computer-based edutainment can be dated back to early 1960s and begins to flourish around 2002. In this chapter, we provide the reader an overview of the book with a perspective of future trends of serious games.

20 citations


Journal ArticleDOI
01 Feb 2011
TL;DR: A novel trust measurement method, based on the combination of Bayesian belief functions, is incorporated into the TNC model, and the Fuzzy Min-Max NN is used as learning agents in the MACS.
Abstract: In this paper, a neural network (NN)-based multi-agent classifier system (MACS) utilising the trust-negotiation-communication (TNC) reasoning model is proposed. A novel trust measurement method, based on the combination of Bayesian belief functions, is incorporated into the TNC model. The Fuzzy Min-Max (FMM) NN is used as learning agents in the MACS, and useful modifications of FMM are proposed so that it can be adopted for trust measurement. Besides, an auctioning procedure, based on the sealed bid method, is applied for the negotiation phase of the TNC model. Two benchmark data sets are used to evaluate the effectiveness of the proposed MACS. The results obtained compare favourably with those from a number of machine learning methods. The applicability of the proposed MACS to two industrial sensor data fusion and classification tasks is also demonstrated, with the implications analysed and discussed.

12 citations



Book ChapterDOI
01 Jan 2011
TL;DR: A brief overview of advances in the application of virtual reality and related technologies in psychotherapy and healthcare can be found in this paper, where the authors present a summary of the chapters on virtual reality, including VR and psychotherapy, VR and rehabilitation, and VR in neurological assessment.
Abstract: This chapter presents a brief overview of advances in the application of virtual reality and related technologies in psychotherapy and healthcare. A summary of the chapters on virtual reality and psychotherapy, virtual reality and rehabilitation, and virtual reality in neurological assessment is presented.

4 citations


Book ChapterDOI
01 Jan 2011
TL;DR: This chapter works through a number of techniques raised in previous chapters, including both static and dynamic methods associated with deriving results and the MVC pattern associated with the Sudoku solver application.
Abstract: In this chapter we work through a number of techniques raised in previous chapters. Each of the examples is accompanied with a brief explanation, although the syntax within some listings have been abbreviated to simplify the description.We introduced both static and dynamic methods associated with deriving results. A number of algorithms are then explained before discussing the MVC pattern associated with the Sudoku solver application.

3 citations


01 Jan 2011
TL;DR: Experimental results show that the approach to non-local pattern analysis does not always improve the accuracy of mining global patterns in multiple databases, and an approach of non- local pattern analysis (NLPA) is introduced.
Abstract: In many applications we need to synthesize global patterns in multiple large databases, where the applications are independent of the characteristics of local patterns. Pipelined feedback technique (PFT) seems to be the most effective technique under the approach of local pattern analysis (LPA). The goal of this paper is to analyse the effect of database grouping on multi-database mining. For this purpose we design a database grouping algorithm. We introduce an approach of non-local pattern analysis (NLPA) by combining database grouping algorithm and pipelined feedback technique for multi-database mining. We propose to judge the effectiveness of non-local pattern analysis for multi-database mining. We conduct experiments on both real and synthetic databases. Experimental results show that the approach to non-local pattern analysis does not always improve the accuracy of mining global patterns in multiple databases. Index Terms — Local pattern analysis, Multi-database mining, Non-local pattern analysis, Pipelined feedback technique, Synthesis of patterns

Book ChapterDOI
01 Jan 2011
TL;DR: This chapter defines the related terms for this topic and key issues surrounding the evolution of the science supporting the CI domain, together with an introduction of several of the tools and training practices developed to support the research in this area.
Abstract: This chapter defines the related terms for this topic and key issues surrounding the evolution of the science supporting the CI domain, together with an introduction of several of the tools and training practices developed to support the research in this area.World war two introduced many new technologies and expanded the engineering domain so rapidly that any impediments in a specific research topics were being abandoned in favor of more productive exploits. Over half a century has passed and we are still using the same fundamental computing architectures. Many disciplines have contributed to the development of agents, threads and component architecture. This chapter briefly discusses many of the key developments in CI and their relationship to this book.

Book ChapterDOI
01 Jan 2011
TL;DR: In this chapter a brief description of syntax, semantics, topology, ontology and taxonomy is discussed in relation to agency theory and the Open Systems Interconnection (OSI) model is included to help aid the ready align the technical, physical and cognitive connections.
Abstract: In this chapter a brief description of syntax, semantics, topology, ontology and taxonomy is discussed in relation to agency theory. The Open Systems Interconnection (OSI) model is included to help aid the ready align the technical, physical and cognitive connections. At present the communications layer is being embedded into many agent architectures, when in fact, it should remain as an underlying transport mechanism. However the interoperable functions are still required as are a standard methodology of exchanging information and intent. These and related subjects mechanisms are also included to generate further discussion into what the future standard should include.

Book
01 Jan 2011
TL;DR: This book discusses Innovations in Serious Games for Future Learning, use of Commercial-Off-the-Shelf Games in Education, and Experiences of Promoting Student Engagement Through Game-Enhanced Learning.
Abstract: Part I - Introduction.- Innovations in Serious Games for Future Learning.- Serious Games: A New Paradigm for Education?.- Origins of Serious Games.- Serious Learning in Serious Games.- Part II - Theories and Reviews.- Social Flow and Learning in Digital Games: A Conceptual Model and Research Agenda.- A Formalism to Define, Assess and Evaluate Player Behaviour in Mobile Device Based Serious Games.- Serious Games for Health and Safety Training.- Augmenting Initiative Game Worlds with Mobile Digital Devices.- Part III - Custom-Made Games and Case Studies.- Enhancing Learning in Distributed Virtual Worlds through Touch: A Browser-based Architecture for Haptic Interaction.- Operation ARIES!: A Serious Game for Teaching Scientific Inquiry.- From Global Games to Re-contextualized Games: The Design Process of TekMyst.- Using Serious Games for Assessment.- Designing and Evaluating Emotional Student Models for Game-Based Learning.- Fun and Learning: Blending Design and Development Dimensions in Serious Games through Narrative and Characters.- Part IV - Use of Commercial-Off-the-Shelf (COTS) Games in Education.- Choosing a Serious Game for the Classroom: An Adoption Model for Educators.- Learning Narratives with Harry Potter. "Manuel de Fallas's The Prophet Newspaper".- Using Dungeons and Dragons to Integrate Curricula in an Elementary Classroom.- Modding in Serious Games: Teaching Structured Query Language (SQL) Using NeverWinter Nights.- Expanding a VLE-Based Integration Framework Supporting Education in Second Life.- Part V - Social Aspects and Gamification.- Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training.- Experiences of Promoting Student Engagement Through Game-Enhanced Learning.- What Computing Students Can Learn by Developing Their Own Serious Games.- Social Interactive Learning in Multiplayer Games.- Index.

Book ChapterDOI
01 Jan 2011
TL;DR: In this paper, the main themes and contributions to this volume, focusing on the design and optimization of socio-technical systems and their performance in defence contexts, are discussed, along with their conceptual underpinnings in total system performance analysis.
Abstract: This chapter previews the main themes and contributions to this volume, focusing on the design and optimization of socio-technical systems and their performance in defence contexts. Conceptual and methodological considerations for the development of such systems and criteria likely to be useful in their evaluation are discussed, along with their conceptual underpinnings in total system performance analysis.

Book ChapterDOI
01 Jan 2011
TL;DR: This chapter presents some recent advances in the area of computer vision and the various stages involved and their interpretation are described.
Abstract: This chapter presents some recent advances in the area of computer vision. The various stages involved in the area of image processing and their interpretation are described. The first step is that of image registration. That is, the overlay two or more images of the same scene. These are taken from different viewpoints, at different times or possibly by different sensors. The next phase is image preprocessing. This mainly involves image enhancement and clearing for example. Other problem is that of image analysis. This is the extraction of important features of the image. Having obtained a description of the image, the process of object (pattern) recognition can be performed. All of these tasks are very important and useful, they still do not give a semantic interpretation of images. Image interpretation, similar image searching is still a major challenge facing researchers. The second part of this chapter summarises the remaining chapters of the book.

Book ChapterDOI
01 Jan 2011
TL;DR: This chapter investigates how agents architectures evolved, the level of control, construction and mobility, and how data is passed or concepts merged and the technologies used.
Abstract: An agentmay be described as anything physical, synthetic or coded that is perceived of being capable of interacting upon an environment. A human agent would be seen to have sensors (eyes, ears, and other organs) to create percepts of the environment and effectors (hands, legs, mouth, and other body parts) to act upon the environment. A robotic agent may substitute cameras or other sensors to perceive the current situation, while various mechanised attachments could be used to effect some action within that environment. When defining an agent, researchers describe the properties it should exhibit. The first property is autonomy,which means operating without the direct intervention of humans. Second is social ability which describes the ability to interact with other agents, agent applications and/or even humans. Third is reactivity, which includes a means of perceiving the environment and responding to any changes that occur within it at a given point in time. Finally, pro-activeness means exhibiting goal-directed behavior [407]. There are many architectures domains of influences and technologies that embody agent systems. When implemented as a system, agents are capable of achieving highly sophisticated goals autonomously and if written correctly,will continue to find a solution until the goal is complete. This chapter investigates how agents architectures evolved, the level of control, construction and mobility. Discussion continues to explore communications, how data is passed or concepts merged and the technologies used.

Book
24 Jun 2011
TL;DR: This volume contains the Proceedings of the 4th International Conference on Intelligent Interactive Multimedia Systems and Services (IIMSS-2011), a new series of international scientific conferences aimed at presenting novel research in the fields of intelligent multimedia systems relevant to the development of a new generation of interactive, user-centric services.
Abstract: This volume contains the Proceedings of the 4th International Conference on Intelligent Interactive Multimedia Systems and Services (IIMSS-2011). IIMSS-2011 comes as a sequel to IIMSS-2008 (Piraeus-Athens, Greece, July 9, 10 and 11, 2008), IIMSS-2009 (Mogliano Veneto (near Venice), Italy, July 15, 16 and 17, 2009) and IIMSS-2010 (Baltimore, USA, July 28, 29, and 30, 2010). This fourth edition of the IIMSS Conference was organized jointly by the Department of Informatics of the University of Piraeus, Greece and the School of Electrical and Information Engineering of the University of South Australia, in conjunction with KES International.At a time when computers are more widespread than ever and computer users range from highly qualified scientists to non-computer-expert professionals and may include people with special needs, interactivity, personalization and adaptivity have become a necessity in modern multimedia systems. Modern intelligent multimedia systems need to be interactive not only through classical modes of interaction where the user inputs information through a keyboard or mouse. They must also support other modes of interaction, such as visual or lingual computer-user interfaces, which render them more attractive, user friendlier, more human-like and more informative. IIMSS is a new series of international scientific conferences aimed at presenting novel research in the fields of intelligent multimedia systems relevant to the development of a new generation of interactive, user-centric services.

01 Jan 2011
TL;DR: This paper presents a meta-modelling framework for estimating uncertainty in the response of a probabilistic model to a discrete-time discrete-partitioning problem.
Abstract: 1 Department of Statistics and Applied Probability, University of California Santa Barbara, Santa Barbara, CA 93106-3110, USA holmes@pstat.ucsb.edu 2 Defence Science and Technology Organisation, PO. Box. 1500, Edinburgh South Australia SA 5111, Australia jeffrey.tweedale@dsto.defence.gov.au 3 School of Electrical and Information Engineering, University of South Australia, Adelaide, Mawson Lakes Campus, South Australia SA 5095, Australia lakhmi.jain@unisa.edu.au