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Rhythm-Based Video Game Assessment.
dc.contributor.author | Draus, Maciej | |
dc.contributor.author | Tardón-García, Lorenzo José | |
dc.contributor.author | Guillén, Sergio | |
dc.contributor.author | Barbancho-Pérez, Ana María | |
dc.contributor.author | Barbancho-Pérez, Isabel | |
dc.date.accessioned | 2023-10-17T10:48:46Z | |
dc.date.available | 2023-10-17T10:48:46Z | |
dc.date.created | 2023 | |
dc.date.issued | 2023 | |
dc.identifier.uri | https://hdl.handle.net/10630/27852 | |
dc.description.abstract | Humans have shown a natural tendency to move or adapt, intentionally or unintentionally, to the beat of rhythmic auditory stimuli, such as music. This activity is sustained by a complex neuronal network, including perceptual regions, motor regions and sensorimotor integration areas. These abilities can be trained by practising, in this context music-based video games are a great tool to improve those rhythmic skills, like hand-eye coordination or synchronization. An important aspect of this tool is the feedback the players get after playing, so they know what they do right and what they do wrong. Thus, feedback plays a leading role in player’s improvement. The aim of this article is to develop an assessment scheme for a rhythm-based video game to help the users improve their rhythmic skills by playing. This scheme shows information like hit percentage, accuracy or the tendency to make early or late hits. In this way, only a few values provide users with a lot of feedback. | es_ES |
dc.description.sponsorship | This publication is part of the project PDC2021-120997-C33 funded by MCIN/AEI/10.13039/501100011033, and European Union “NextGeneration EU/PRTR”. This publication is part of the project PID2021-123207NB-I00 funded by MCIN/AEI/10.13039/501100011033/FEDER, UE. This work was done at Universidad de Malaga, Campus de Excelencia Internacional Andalucía Tech. Special thanks to Francisco Vargas Boza (Programmer), Juan Carlos Camuna Cotta (3D Modeler) and Isabel Tardón (2D Character designer) for their contribution to the development of the video game ‘Hammersong’. | es_ES |
dc.language.iso | eng | es_ES |
dc.rights | info:eu-repo/semantics/openAccess | es_ES |
dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | * |
dc.subject | Ritmo - Videojuegos | es_ES |
dc.subject | Videojuegos - Evaluación | es_ES |
dc.subject.other | Rhythm | es_ES |
dc.subject.other | Assessment | es_ES |
dc.subject.other | Hammersong | es_ES |
dc.subject.other | Video game | es_ES |
dc.subject.other | Serious games | es_ES |
dc.title | Rhythm-Based Video Game Assessment. | es_ES |
dc.type | info:eu-repo/semantics/conferenceObject | es_ES |
dc.centro | E.T.S.I. Telecomunicación | es_ES |
dc.relation.eventtitle | XXXVIII Simposio de la Unión Científica Internacional de Radio, URSI 2023 - Cáceres | es_ES |
dc.relation.eventplace | Cáceres, España | es_ES |
dc.relation.eventdate | 13-15 de septiembre de 2023 | es_ES |
dc.rights.cc | Atribución 4.0 Internacional | * |