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OALib Journal期刊
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A Quantisation of Cognitive Learning Process by Computer Graphics-Games: Towards More Efficient Learning Models

DOI: 10.4236/oalib.1102329, PP. 1-12

Subject Areas: Psychology

Keywords: Computer Graphics, Cognitive Learning, Bayesian-Networks

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Abstract

With the latest developments in computer technologies and artificial intelligence (AI) techniques, more opportunities of cognitive data acquisition and stimulation via game-based systems have become available for computer scientists and psychologists. This may lead to more efficient cognitive learning model developments to be used in different fields of cognitive psychology than in the past. The increasing popularity of computer games among a broad range of age groups leads scientists and experts to seek game domain solutions to cognitive based learning abnormalities, especially for younger age groups and children. One of the major advantages of computer graphics and using game-based techniques over the traditional face-to-face therapies is that individuals, especially children immerse in the game’s virtual environment and consequently feel more open to share their cognitive behavioural characteristics naturally. The aim of this work is to investigate the effects of graphical agents on cognitive behaviours to generate more efficient cognitive models.

Cite this paper

Orun, A. B. , Seker, H. , Rose, J. , Moemeni, A. and Fidan, M. (2016). A Quantisation of Cognitive Learning Process by Computer Graphics-Games: Towards More Efficient Learning Models. Open Access Library Journal, 3, e2329. doi: http://dx.doi.org/10.4236/oalib.1102329.

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