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Journal ArticleDOI

Les jeux et les hommes

01 Jan 1960-Vol. 34, Iss: 4, pp 374
About: The article was published on 1960-01-01. It has received 382 citations till now.
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Proceedings ArticleDOI
17 Jun 2015
TL;DR: In this paper, the authors present a platform to allow for the creation of learning itineraries based on games and oriented to the educational pre-university stages, which is able to create and adapt these itineraries as well as being able to build specific games for the students, making the analysis of their competences and their curricular evaluations easier.
Abstract: Good teaching practices and correct learning procedures of the STEM (Science, Technology, Engineering, and Mathematics) disciplines are essential factors in the motivation and training of professionals in society at the moment. The predicted rise in the demand for STEM professionals in the work market in the next ten years is greater than that predicted for other sectors. Numerous initiatives exist that focus on educational innovations in order to enhance the skills and knowledge of the pupils in the STEM disciplines during their educational life. One of these innovations is the utilization of personalised learning itineraries guided by game-based learning. Intrinsically, the games stimulate motivation and competitiveness between the students. They are socially inclusive and they can be easily adapted to different progress and knowledge levels. Creating games helps in the design of personalized itineraries that allow for the detection of characteristics, skills and/or the drawbacks of each student, making it possible to analyse student progress. Even though, currently, games dedicated to STEM teaching exist, their quality is not sufficient to cover the needs of young students and few of them allow for the creation of itineraries. Moreover, the educator is not able to adapt the existing games to the curricular content without having programming knowledge. This paper focuses on the research of the technological challenge to define and to build a platform to allow for the creation of learning itineraries based on games and oriented to the educational pre-university stages. This platform will be able to create and adapt these itineraries as well as being able to build specific games for the students, making the analysis of their competences and their curricular evaluations easier. The novelty of this proposal lies in the possibility of interactively creating learning itineraries based on games. This platform will help teachers to detect the characteristics, skills and/or drawbacks of each pupil as well as enabling them to build personalized games even if they don't have programming skills. In addition, this platform will provide the tools to increase the student's motivation. Finally, it will integrate the family into the educational process, making the child's needs in the home-study sessions more understandable.

2 citations

Journal Article
26 Jun 2009-Digithum
TL;DR: In this article, the interaccio of two agents in the fenomen of the comunicacio, els adolescents i els fotoblogs, is analyzed from a perspective of teoricoespeculativa.
Abstract: Internet ha significat un nou paradigma en les relacions interpersonals, especialment entre els mes joves. En aquest article analitzem la interaccio de dos agents en el fenomen de la comunicacio, els adolescents i els fotoblogs, amb una perspectiva teoricoespeculativa. El fotoblog es una eina virtual que els joves de tretze a setze anys, aproximadament, han adaptat a les seves necessitats per expressar les seves idees, sentiments o fantasies. Creiem que, en aquest entorn, els subjectes es poden comunicar en un espai on exploren el seu jo interior a partir de les representacions, signes i simbols que es mostren a la interficie. Actualment, l'adolescent viu en un context eminentment visual i, aixi, doncs, no es gens estrany que les seves accions i formes comunicatives se centrin en "el que es visual", on el que es lineal i previsible deixa pas a la rapidesa, la retroalimentacio i la continuitat. Les formalitzacions que es mostren en la interficie son codis propis que els joves han creat per mostrar caracteristiques identitaries per mitja de la imatge. Per tant, mantenim que per a l'adolescent el fotoblog no solament es un mitja, sino tambe un ambient en el qual pot crear signes d'identitat mitjancant les converses virtuals que estableix amb els seus iguals en un entorn ludic i desinhibit, on juga amb la imatge en un proces de socialitzacio.

2 citations

Journal ArticleDOI
06 Jan 2020
TL;DR: A concept of Emotionally Intelligent Virtual Avatars, which when they perceive an important narrative stimulus, share their emotions through, gestures, facial nonverbal expressions, and declarative sentences to stimulate the player's attention, and may be useful in all virtual environments using an emotional narrative process.
Abstract: Video games are high emotional vectors. They play with the emotions of players by eliciting and increasing them. The importance of the induction of basic emotions has been a long forestay and is favoured by video game publishers, as they are quite easily mobilized. Video game publishers look to produce more complex social emotions like empathy, and compassion. In games framework with narrative context, designers frequently use cinema movies methods, like cinematic non-interactive Cutscenes. These methods temporarily exclude the player from interactivity to leave his first viewpoint view and move the camera focusing on the narrative stimuli. Cutscenes were used abundantly and are now rejected, the new development wave is often trying to develop in a “zero cinematic” way. For the same reason, cinematics are also not usable in new Virtual Reality. If VR games and simulations provides a high level of presence, VR environments needs certain rules related in particular to the continuation of free will and the avoidance of possible Break in Presence. We propose in this paper a concept of Emotionally Intelligent Virtual Avatars, which when they perceive an important narrative stimulus, share their emotions through, gestures, facial nonverbal expressions, and declarative sentences to stimulate the player's attention. This will lead players to focus on the narrative stimuli. Our research studies the impact of the use of Bernardo Agents Emotional Avatars involving n = 51 users. The statistical analysis of the results shows a significant difference in the narrative perception of the stimuli and in Presence, correlated to the use of Agents Bernardo. Overall, our emotional Agent Bernardo is a unique concept for increasing the perception of narrative stimuli in virtual environments using HMD, and may be useful in all virtual environments using an emotional narrative process.

2 citations


Cites background from "Les jeux et les hommes"

  • ...Narration and interactivity, Mimicry and Alea, allow the creation of rich and complex virtual universes (Caillois, 2015)....

    [...]

Journal ArticleDOI
TL;DR: In this paper, the authors track the ways that Asian American adolescents' participation in family businesses and their oftentimes liminal position in recreational spaces produce a unique perspective on the artificiality of the work/play binary we frequently take for granted.
Abstract: ABSTRACT:Departing from the “Tiger Motheresque” tendency in Asian American literary criticism to dismiss adolescent play as an extravagance rather than a necessity, this article resituates Asian American child’s play as a racialized phenomenon. Readings of historical, ethnographic, and literary texts, including Jade Snow Wong’s Fifth Chinese Daughter, build on Sau-ling Wong’s influential argument of the “Asian American Homo Ludens” (1993) to reinterpret scenes of play in Asian American literature as sites of racial formation. The article tracks the ways that Asian American adolescents’ participation in family businesses and their oftentimes liminal position in recreational spaces produce a unique perspective on the artificiality of the work/play binary we frequently take for granted. The essay demonstrates how racialization has “worked” in twentieth- and twenty-first-century America not only through designated sites of labor but through the fraught and contested intersection between work and play.

2 citations

Book ChapterDOI
01 Jan 1997
TL;DR: In this article, the authors present an approach to move the gaming universe out of the shadows of a little known area; they aim to do so in particular by seeking to formalise part of the gaming market and by highlighting the nature of the relations that are established between a gaming company and its customers.
Abstract: As we reach the close of the century, gaining has become something of a real society phenomenon. Indeed, a study published in France in 1995 by P.M.U. and Francaise des Jeux shows that 65% of French people gamble in one way or another, i.e. virtually three out of every four French man and woman aged over 18. In 1993, companies operating in the gaming sector of the economy turned over more than 70 billion French francs. So, on the one hand, we have a veritable mass phenomenon with, in France alone, several tens of millions of people who gamble and, on the other, gaming companies that do very well for themselves, in some cases going from strength to strength over the years. While there is no lack of studies by historians, sociologists and economists on the gaming sector, the situation is quite otherwise when it comes to marketing. Indeed, this area, the interface between the theoretical work on customer behaviour on the one hand and the marketing of tertiary activities on the other, has long remained in the shadows. With the exception of a few rare works, which we shall be looking at later on, developments have not been commensurate with the economic impact of gaming in our western societies. The lack of studies in this domain by marketing researchers and customer behaviourists is due undoubtedly to both the lack of social demand in this respect and the difficulty of conducting field research work in a highly taboo area, be it on the part of the gamblers or the gaming companies themselves. The objective we have set ourselves for the present research is to move the gaming universe out of the shadows of a little known area; we aim to do so in particular by seeking to formalise part of the gaming market and by highlighting the nature of the relations that are established between a gaming company and its customers.

2 citations