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CORDIS - EU research results
CORDIS

ProsocialLearn - Gamification of Prosocial Learning for Increased Youth Inclusion and Academic Achievement

CORDIS provides links to public deliverables and publications of HORIZON projects.

Links to deliverables and publications from FP7 projects, as well as links to some specific result types such as dataset and software, are dynamically retrieved from OpenAIRE .

Deliverables

User data acquisition and mapping in game environments (opens in new window)

Algorithms for person-dependent affect analysis using gameplay interaction features, video, text analysis , and evaluation on already existing datasets.

1st Prosocial affect fusion and player modelling (opens in new window)

Document describes ProsocialLearn approaches to multimodality and user profiles. (M10)

1st Expressive virtual characters (opens in new window)

Prosocial avatar animation and human-avatar interactions (M17).

2nd System Requirements and Architecture (update) (opens in new window)

Description of ProsocialLearn platform architecture (update M15)

2nd Prosocial game mechanics (opens in new window)

Game mechanics for prosocial skills acquisition (M30).

Public final activity report (opens in new window)

Report covering the main aspects of the work, objectives, results and conclusions, including the publishable results of the final plan for using and disseminating the knowledge.

Evaluation strategy and protocols (opens in new window)

The full range of experimental procedures.

3rd Prosocial affect fusion and player modelling (opens in new window)

Document describes ProsocialLearn approaches to multimodality and user profiles. (M27)

1st Prosocial game mechanics (opens in new window)

Game mechanics for prosocial skills acquisition (M17).

2nd Expressive virtual characters (opens in new window)

Prosocial avatar animation and human-avatar interactions (M27).

Research Design for Validation Activities in operating school conditions (opens in new window)

Report describes the benefits of ProsocialLearn platform in a qualitative and quantitative manner including statistical significance tests (M30).

1st Platform operations report (opens in new window)

Document provides a report on platform operation during trials (M24).

ProsocialLearn Dissemination and communication plan (opens in new window)

Document describes the strategy and plans for raising awareness and engaging stakeholder communities and the public.

User requirements (opens in new window)

Analysis of user requirements in prosocial games.

1st ProsocialLearn dissemination and communication report (opens in new window)

Document describes the dissemination activities and future plans (M18).

Evaluation report with proposed new partners (opens in new window)

Report describes the results of the contract amendment for including new partners and accompanying descriptions and roles.

Prosocial Game Scenarios (opens in new window)

Game scenarios and the methodology for choosing them will be outlined in this deliverable.

2nd Platform operations report (opens in new window)

Document provides a report on platform operation during trials (M36).

1st Intelligent adaptation and personalization (opens in new window)

Online and offline mechanics adaptations to affective/cognitive/contextual/gameplay state and user requirements.

1st System Requirements and Architecture (opens in new window)

Description of ProsocialLearn platform architecture (M6)

Validation activities in operating school conditions (opens in new window)

Report describes the benefits of ProsocialLearn platform in a qualitative and quantitative manner including statistical significance tests (M36).

2nd ProsocialLearn dissemination and communication report (opens in new window)

Document describes the dissemination activities and future plans (M36).

2nd Prosocial affect fusion and player modelling (opens in new window)

Document describes ProsocialLearn approaches to multimodality and user profiles. (M17)

Game Developer Support Network (opens in new window)

Report describes the platform and plans for establishing and operating the game developer support network.

Market and competition analysis (opens in new window)

This deliverable will give a SWOT analysis and will describe the market related to ProsocialLearn

2nd Intelligent adaptation and personalization (opens in new window)

Online and offline mechanics adaptations to affective/cognitive/contextual/gameplay state and user requirements. (M24)

Prosocial Game design methodology (opens in new window)

Document describes a handbook for game developers and, as such, will be used by SMEs joining our consortium during its third year (tasks 6.1 & 6.4).

Data Management Action Plan (opens in new window)

Report describes plan for Open Research Data policy (M18).

1st Natural game interactions (opens in new window)

Natural vs traditional interactions for prosociality (M17). Report

3rd Experiment planning and community management (opens in new window)

Report describes actions to create and sustain a community of primary schools across Europe that can serve as real settings in experimental studies; selection of sites for the implementation and evaluation; outline a detailed plan for the implementation of the studies. (M31)

Prototype Prosocial Games (opens in new window)

Report describes the two prototype games (software release) developed for the validation of approach and Prosocial Learning Repository. The document provides the consortium (including target user groups) and third year SMEs with descriptions of games for prosocial learning to be validated through experimentation in WP7.

2nd Experiment planning and community management (opens in new window)

Report describes actions to create and sustain a community of primary schools across Europe that can serve as real settings in experimental studies; selection of sites for the implementation and evaluation; outline a detailed plan for the implementation of the studies. (M17)

1st Experiment planning and community management (opens in new window)

Report describes actions to create and sustain a community of primary schools across Europe that can serve as real settings in experimental studies; selection of sites for the implementation and evaluation; outline a detailed plan for the implementation of the studies. (M9).

2nd Natural game interactions (opens in new window)

Natural vs traditional interactions for prosociality (M24). Report

New Partners Prosocial Games (opens in new window)

Report describes advanced prosocial games (software release) developed by SMEs joining in the third year. The document provides the consortium (including target user groups) and 3rd year SMEs with descriptions of games for prosocial learning to be validated through experimentation in WP7.

Publications

Creating opportunities to learn social skills at school using digital games

Author(s): Modafferi, Stefano, Boniface, Michael, Crowle, Simon, Star, Kam and Middleton, Lee
Published in: ECGBL 2016 : The 10th European Conference on Games Based Learning ECGBL 2016, 2016
Publisher: Academic Conferences and Publishing International

Skeleton-based human action recognition using basis vectors (opens in new window)

Author(s): Stylianos Asteriadis, Petros Daras
Published in: Proceedings of the 8th ACM International Conference on PErvasive Technologies Related to Assistive Environments - PETRA '15, 2015, Page(s) 1-4, ISBN 9781-450334525
Publisher: ACM Press
DOI: 10.1145/2769493.2769569

Facial hair and trustworthiness in virtual faces: Towards an evaluation study

Author(s): Evmorfia Kalogiannidou, Christopher E. Peters
Published in: Proceedings of SIGRAD 2015, 2015, ISSN 1650-3740
Publisher: Linköping University Electronic Press

Multimodal affective state recognition in serious games applications (opens in new window)

Author(s): Athanasios Psaltis, Kyriaki Kaza, Kiriakos Stefanidis, Spyridon Thermos, Konstantinos C. Apostolakis, Kosmas Dimitropoulos, Petros Daras
Published in: 2016 IEEE International Conference on Imaging Systems and Techniques (IST), 2016, Page(s) 435-439, ISBN 978-1-5090-1817-8
Publisher: IEEE
DOI: 10.1109/IST.2016.7738265

When facial expressions dominate emotion perception in groups of virtual characters (opens in new window)

Author(s): Robin Palmberg, Christopher Peters, Adam Qureshi
Published in: 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), 2017, Page(s) 157-160, ISBN 978-1-5090-5812-9
Publisher: IEEE
DOI: 10.1109/VS-GAMES.2017.8056588

The value of establishing a community of teachers for the gamification of prosocial learning: Pegadogical, social and developmental aspects of a teachers' community space experience (opens in new window)

Author(s): Stefano Cobello, Pilar Perez Berganza, Elena Milli, Nikos Zygouritsas
Published in: 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), 2017, Page(s) 189-192, ISBN 978-1-5090-5812-9
Publisher: IEEE
DOI: 10.1109/VS-GAMES.2017.8056600

ProsocialLearn: a digital distribution platform for pro-social games (opens in new window)

Author(s): Francesco D'Andria, Jose Miguel Garrido, Konstantinos C. Apostolakis, Kosmas Dimitropoulos, Petros Daras, Michael Boniface, Stefano Modafferi, Simon Crowle, Lee Middleton
Published in: 2017, Page(s) pp: 225-232, ISBN 978-1-5386-1203-3
Publisher: International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)(VS-GAMES)
DOI: 10.1109/VS-GAMES.2017.8056605

Expressive virtual characters for social demonstration games (opens in new window)

Author(s): Fangkai Yang, Chengjie Li, Robin Palmberg, Ewoud Van Der Heide, Christopher Peters
Published in: 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), 2017, Page(s) 217-224, ISBN 978-1-5090-5812-9
Publisher: IEEE
DOI: 10.1109/VS-GAMES.2017.8056604

ProsocialLearn: A Prosocial Games Marketplace (opens in new window)

Author(s): Francesco D'Andria, Jose Miguel Garrido, Michael Boniface, Stefano Modafferi, Simon Crowle, Lee Middleton, Konstantinos C. Apostolakis, Kosmas Dimitropoulos, Petros Daras
Published in: 2018 9th IFIP International Conference on New Technologies, Mobility and Security (NTMS), 2018, Page(s) 1-5, ISBN 978-1-5386-3662-6
Publisher: IEEE
DOI: 10.1109/NTMS.2018.8328715

Offline and online adaptation in prosocial games (opens in new window)

Author(s): Konstantinos C. Apostolakis, Kiriakos Stefanidis, Athanasios Psaltis, Kosmas Dimitropoulos, Petros Daras
Published in: 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), 2017, Page(s) 201-208, ISBN 978-1-5090-5812-9
Publisher: IEEE
DOI: 10.1109/VS-GAMES.2017.8056602

Engagement Perception and Generation for Social Robots and Virtual Agents (opens in new window)

Author(s): Lee J. Corrigan, Christopher Peters, Dennis Küster, Ginevra Castellano
Published in: Toward Robotic Socially Believable Behaving Systems - Volume I, 2016, Page(s) 29-51, ISBN 978-3-319-31056-5
Publisher: Springer International Publishing
DOI: 10.1007/978-3-319-31056-5_4

Path of Trust: A Prosocial Co-op Game for Building up Trustworthiness and Teamwork (opens in new window)

Author(s): Konstantinos C. Apostolakis, Kyriaki Kaza, Athanasios Psaltis, Kiriakos Stefanidis, Spyridon Thermos, Kosmas Dimitropoulos, Evaggelia Dimaraki, Petros Daras
Published in: Games and Learning Alliance, 2016, Page(s) 80-89, ISBN 978-3-319-40216-1
Publisher: Springer International Publishing
DOI: 10.1007/978-3-319-40216-1_9

Natural User Interfaces for Virtual Character Full Body and Facial Animation in Immersive Virtual Worlds (opens in new window)

Author(s): Konstantinos Cornelis Apostolakis, Petros Daras
Published in: Augmented and Virtual Reality, 2015, Page(s) 371-383, ISBN 978-3-319-22888-4
Publisher: Springer International Publishing
DOI: 10.1007/978-3-319-22888-4_27

Body Motion Analysis for Emotion Recognition in Serious Games (opens in new window)

Author(s): Kyriaki Kaza, Athanasios Psaltis, Kiriakos Stefanidis, Konstantinos C. Apostolakis, Spyridon Thermos, Kosmas Dimitropoulos, Petros Daras
Published in: Universal Access in Human-Computer Interaction. Interaction Techniques and Environments, 2016, Page(s) 33-42, ISBN 978-3-319-40244-4
Publisher: Springer International Publishing
DOI: 10.1007/978-3-319-40244-4_4

A Review of Eye Gaze in Virtual Agents, Social Robotics and HCI: Behaviour Generation, User Interaction and Perception (opens in new window)

Author(s): K. Ruhland, C. E. Peters, S. Andrist, J. B. Badler, N. I. Badler, M. Gleicher, B. Mutlu, R. McDonnell
Published in: Computer Graphics Forum, Issue 34/6, 2015, Page(s) 299-326, ISSN 0167-7055
Publisher: Blackwell Publishing Inc.
DOI: 10.1111/cgf.12603

Multimodal Student Engagement Recognition in Prosocial Games (opens in new window)

Author(s): Athanasios Psaltis, Kostas C. Apostolakis, Kosmas Dimitropoulos, Petros Daras
Published in: IEEE Transactions on Computational Intelligence and AI in Games, 2017, Page(s) 1-1, ISSN 1943-068X
Publisher: Institute of Electrical and Electronics Engineers
DOI: 10.1109/TCIAIG.2017.2743341

Exploring the prosociality domains of trust and cooperation, through single and cooperative digital gameplay in Path of Trust. (opens in new window)

Author(s): Konstantinos Cornelis Apostolakis, Athanasios Psaltis, Kiriakos Stefanidis, Kyriaki Kaza, Spyridon Thermos, Kosmas Dimitropoulos, Evangelia Dimaraki, Petros Daras
Published in: International Journal of Serious Games, Issue 3/3, 2016, ISSN 2384-8766
Publisher: International Journal of Serious Game
DOI: 10.17083/ijsg.v3i3.125

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