scholarly journals Adoption of Multiplayer Online Battle Arena to Introduce Wayang Character

2021 ◽  
Vol 6 (2) ◽  
pp. 56-66
Author(s):  
Andre Andre

Wayang is considered a cultural heritage that has been passed down from generation to generation in Indonesia. However, the younger generation known as digital natives shows a lack of motivation and interest in Wayang. Therefore, it became an important matter to introduce traditional Wayang to younger audiences in engaging formats. This paper proposes an adaptation of the multiplayer online battle arena or known as MOBA. This type of multiplayer game for the mobile market is gaining high popularity among the young generation because it embraces quick-paced, strategic, and intense battle scenes. We called our game "Wayang Tarung" or "Wayang Battle" in English. Furthermore, the game has several features supporting the narrative of wayang characters, such as simple digital motion comics and character briefing between loading screens. A mechanic-dynamic-aesthetic framework (MDA) is used as a guideline to assure the game has engaging gameplay. Since the game runs asymmetrically, the starting condition for both players must be considered. Therefore, we also apply a game balancing strategy to ensure that each Wayang character has weak and strong points. In addition, we were adapting artificial intelligence from the Clash Royale game to dictate autonomous character behavior. The implementation of the Wayang Tarung game has been evaluated using a heuristic testing method adapted from the norman Nielsen heuristic usability. We also conducted a direct observation in a controlled-lab condition and gathered the data using a pre-post test that evaluated player knowledge of Wayang's character. Based on the excellent mark pre-post test result, we believe that adopting the multiplayer game platform in introducing wayang characters to the young generation has enriched prominent to explore further.

Author(s):  
Chairi Kiourt ◽  
George Pavlidis ◽  
Anestis Koutsoudis ◽  
Dimitris Kalles

One of the most challenging problems in the simulation of real environments is to generate worlds that appear realistic and more attractive. It becomes increasingly challenging when the simulated environment focuses on minors (students), because the young generation has high demands on simulation systems due to their experience in computer gaming. Virtual museums are among the most important simulation environments, which present cultural and educational content for everyone. Their purpose is to enrich the users experience by allowing an intuitive interaction with the museum artifacts and to offer knowledge with the most pleasant ways. This paper focuses on the aspects of realistic simulations in the development of virtual 3D environments for Cultural Heritage applications. This study includes aspects regarding some of the most high-tech image effects, applicable artificial intelligence methods, powerful game engines, how real object can be reconstructed realistically and how all those features may be combined to produce realistic, pleasant, productive and educative environments.


2020 ◽  
pp. 1314-1347
Author(s):  
Chairi Kiourt ◽  
George Pavlidis ◽  
Anestis Koutsoudis ◽  
Dimitris Kalles

One of the most challenging problems in the simulation of real environments is to generate worlds that appear realistic and more attractive. It becomes increasingly challenging when the simulated environment focuses on minors (students), because the young generation has high demands on simulation systems due to their experience in computer gaming. Virtual museums are among the most important simulation environments, which present cultural and educational content for everyone. Their purpose is to enrich the users experience by allowing an intuitive interaction with the museum artifacts and to offer knowledge with the most pleasant ways. This paper focuses on the aspects of realistic simulations in the development of virtual 3D environments for Cultural Heritage applications. This study includes aspects regarding some of the most high-tech image effects, applicable artificial intelligence methods, powerful game engines, how real object can be reconstructed realistically and how all those features may be combined to produce realistic, pleasant, productive and educative environments.


2019 ◽  
Vol 5 (2) ◽  
pp. 104-111
Author(s):  
Dian Puspita Eka Putri

This study aims to review  the effectiveness of using android-based multimedia learning  to improve achievement cognitive learning outcome of students. The research method is the analysis of field studies. The focus in this research is Multimedia which can influence cognitive learning outcomes of students. data obtained in this study from the literature and direct field observations. The research subjects were high school students in Yogyakarta. The result of analysis and discussion of research indicate that there is the influence of multimedia learning to increase student achievement, which is indicated by increasing post-test result  than before  not using multimedia learning. Posttest value is greater than pretest.


2019 ◽  
Author(s):  
Fariha Azalea

This article exposes how STEM-based learning is applied in science class to give students meaningful learning experience in the topic of Pascal Law. This study is motivated by the demand of 21st century skill which expect people to have 4C skills; critical thinking, creativity, collaboration, and communication. In this study, STEM-based learning is conducted at a private secondary school located in Bandung with 28 students of grade 8 as the subjects. Students are provided a problem related to the application of Pascal Law namely hydraulic bridge. They are challenged to design their own hydraulic bridge which can be lifted with maximum angle but in minimum time. A descriptive study is taken where all the data is obtained through direct observation and students’ interview. Based on cognitive test, there is difference on pre-test and post-test score that resulting in the number of gain. Based on direct observation, none of students just sitting on their seat without activities and all are on collaboration to reach their goal. Students’ interview indicates they enjoy learning process as it is their first experience accomplishing a project and it makes them more understand the concept through the real application. Overall of the study, STEM-based learning through hydraulic bridge project stimulates students to be able to think critically, to be creative, to collaborate, and to communicate.


2021 ◽  
Vol 11 (2) ◽  
pp. 870
Author(s):  
Galena Pisoni ◽  
Natalia Díaz-Rodríguez ◽  
Hannie Gijlers ◽  
Linda Tonolli

This paper reviews the literature concerning technology used for creating and delivering accessible museum and cultural heritage sites experiences. It highlights the importance of the delivery suited for everyone from different areas of expertise, namely interaction design, pedagogical and participatory design, and it presents how recent and future artificial intelligence (AI) developments can be used for this aim, i.e.,improving and widening online and in situ accessibility. From the literature review analysis, we articulate a conceptual framework that incorporates key elements that constitute museum and cultural heritage online experiences and how these elements are related to each other. Concrete opportunities for future directions empirical research for accessibility of cultural heritage contents are suggested and further discussed.


2020 ◽  
Vol 41 (S1) ◽  
pp. s407-s407
Author(s):  
Lana Dbeibo ◽  
Joy Williams ◽  
Josh Sadowski ◽  
William Fadel ◽  
Vera Winn ◽  
...  

Background: Polymerase chain reaction (PCR) testing for the diagnosis of Clostridioides difficile infection (CDI) detects the presence of the organism; a positive result therefore cannot differentiate between colonization and the pathogenic presence of the bacterium. This may result in overdiagnosis, overtreatment, and risking disruption of microbial flora, which may perpetuate the CDI cycle. Algorithm-based testing offers an advantage over PCR testing as it detects toxin, which allows differentiation between colonization and infection. Although previous studies have demonstrated the clinical utility of this testing algorithm in differentiating infection from colonization, it is unknown whether the test changes CDI treatment decisions. Our facility switched from PCR to an algorithm-based testing method for CDI in June 2018. Objective: In this study, we evaluated whether clinicians’ decisions to treat patients are impacted by a test result that implies colonization (GDH+/Tox−/PCR+ test), and we examined the impact of this decision on patient outcomes. Methods: This is a retrospective cohort study of inpatients with a positive C. diff test between June 2017 and June 2019. The primary outcome was the proportion of patients treated for CDI. We compared this outcome in 3 groups of patients: those with a positive PCR test (June 2017–June 2018), those who had a GDH+/Tox−/PCR+ or a GDH+/Tox+ test result (June 2018–June 2019). Secondary outcomes included toxic megacolon, critical care admission, and mortality in patients with GDH+/Tox−/PCR+ who were treated versus those who were untreated. Results: Of patients with a positive PCR test, 86% were treated with CDI-specific antibiotics, whereas 70.4% with GDH+/Tox+ and 29.25% with GDH+/Tox−/PCR+ result were treated (P < .0001). Mortality was not different between patients with GDH+/Tox−/PCR+ who were treated versus those who were untreated (2.7% vs 3.4%; P = .12), neither was critical care admission within 2 or 7 days of test result (2% vs 1.4%; P = .15) and (4.1% vs 5.4%, P = .39), respectively. There were no cases of toxic megacolon during the study period. Conclusions: The change to an algorithm-based C. difficile testing method had a significant impact on the clinicians’ decisions to treat patients with a positive test, as most patients with a GDH+/Tox−/PCR+ result did not receive treatment. These patients did not suffer more adverse outcomes compared to those who were treated, which has implications for testing practices. It remains to be explored whether clinicians are using clinical criteria to decide whether or not to treat patients with a positive algorithm-based test, as opposed to the more reflexive treatment of patients with a positive PCR test.Funding: NoneDisclosures: None


Author(s):  
Nurgun Vyacheslavovich Afanasev ◽  
Ul'yana Valer'evna Titova

The object of this research is the role of the comedy &ldquo;Tieteybit&rdquo; by N. D. Neustroev in cultural life of the Sakha Republic (Yakutia). The subject is the impact of modern creative industries upon cultural life of the region. On the example of Nikolay Denisovich Neustroev's comedy play &ldquo;Tieteybit&rdquo;, the authors examine the use of creative approaches towards preservation and popularization of cultural heritage of the Sakha people. It is noted that over the recent years, a major event in the development of spiritual culture and cultural life of the region overall has become the innovations introduced by the contemporaries in staging the Yakut comedies. Motifs of the comedy &ldquo;Tieteybit&rdquo; served as the prototype for staging the the first Yakut musical comedy, and even a film. A survey was conducted touching upon the following questions: are the innovations introduced in culture in form of a screen version of classical literature with the elements of innovation encourage the young generation to studying the Yakut cultural heritage?; what is the relevance of the work by N. D. Neustroev &ldquo;Tieteybit&rdquo;? The conclusions is made that in the XXI century, N. D. Neustroev's comedy &ldquo;Tieteybit&rdquo; has become one of the basics for the development of creative industry of the region. As an instrument for the development of regional culture, creative industry may play the strongest and highly effective role in the development of social life of the region.


2021 ◽  
Vol 9 (SPE3) ◽  
Author(s):  
Fadbir Magusovich Safin ◽  
Rafael Mirgasimoviz Valeev

The analysis of the current state and development of social tourism in Russia indicates the need for further research into its content and forms, aimed at introducing the historical and cultural values of our citizens, organizing their active and wholesome recreation, solving the problems of patriotic education for the country's younger generation. The paper discusses some issues of social tourism development in Russia, the role of social tourism in the preservation and development of historical and cultural heritage focuses on the need to develop measures to stimulate tourist demand, strengthen the social component of tourism in the country


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