Theodore Lim
Heriot-Watt University
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Publication
Featured researches published by Theodore Lim.
British Journal of Educational Technology | 2015
Sylvester Arnab; Theodore Lim; Maira B. Carvalho; Francesco Bellotti; Sara de Freitas; Sandy Louchart; Neil Suttie; Riccardo Berta; Alessandro De Gloria
Although there is a consensus on the instructional potential of Serious Games (SGs), there is still a lack of methodologies and tools not only for design but also to support analysis and assessment. Filling this gap is one of the main aims of the Games and Learning Alliance (http://www.galanoe.eu) European Network of Excellence on Serious Games, which has a focus upon pedagogy-driven SGs. This paper relies on the assumption that the fundamental aspect of SG design consists in the translation of learning goals/practices into mechanical element of gameplay, serving to an instructional purpose beside that of play and fun. This paper proposes the Learning Mechanics–Game Mechanics (LM-GM) model, which supports SG analysis and design by allowing reflection on the various pedagogical and game elements in an SG. The LM-GM model includes a set of pre-defined game mechanics and pedagogical elements that we have abstracted from literature on game studies and learning theories. Designers and analysts can exploit these mechanics to draw the LM-GM map for a game, so as to identify and highlight its main pedagogical and entertainment features, and their interrelations. The tool may also be useful for teachers to evaluate the effectiveness of a given game and better understand how to implement it in educational settings. A case study is reported to illustrate the frameworks support in determining how gameplay and pedagogy intertwine in an SG. Finally, the paper presents the results of two comparative user tests demonstrating the advantages of the proposed model with respect to a similar state-of-the-art framework.
Computers in Education | 2016
Elizabeth Boyle; Thomas Hainey; Thomas Connolly; Grant Gray; Jeffrey Earp; Michela Ott; Theodore Lim; Manuel Ninaus; Claudia Ribeiro; João Madeiras Pereira
Continuing interest in digital games indicated that it would be useful to update Connolly et al.s (2012) systematic literature review of empirical evidence about the positive impacts and outcomes of games. Since a large number of papers was identified in the period from 2009 to 2014, the current review focused on 143 papers that provided higher quality evidence about the positive outcomes of games. Connolly et al.s multidimensional analysis of games and their outcomes provided a useful framework for organising the varied research in this area. The most frequently occurring outcome reported for games for learning was knowledge acquisition, while entertainment games addressed a broader range of affective, behaviour change, perceptual and cognitive and physiological outcomes. Games for learning were found across varied topics with STEM subjects and health the most popular. Future research on digital games would benefit from a systematic programme of experimental work, examining in detail which game features are most effective in promoting engagement and supporting learning. The current systematic literature review updates Author (date).The review looks at impacts and outcomes of playing digital games from 2009 to 2014.Multi-component coding of papers, games and learning outcomes was used.Many papers were found with 143 papers providing high quality evidence.Games for entertainment and learning addressed different outcomes.
Frontiers in Neuroengineering | 2014
Elisabeth V. C. Friedrich; Neil Suttie; Aparajithan Sivanathan; Theodore Lim; Sandy Louchart; Jaime A. Pineda
Individuals with autism spectrum disorder (ASD) show deficits in social and communicative skills, including imitation, empathy, and shared attention, as well as restricted interests and repetitive patterns of behaviors. Evidence for and against the idea that dysfunctions in the mirror neuron system are involved in imitation and could be one underlying cause for ASD is discussed in this review. Neurofeedback interventions have reduced symptoms in children with ASD by self-regulation of brain rhythms. However, cortical deficiencies are not the only cause of these symptoms. Peripheral physiological activity, such as the heart rate and its variability, is closely linked to neurophysiological signals and associated with social engagement. Therefore, a combined approach targeting the interplay between brain, body, and behavior could be more effective. Brain–computer interface applications for combined neurofeedback and biofeedback treatment for children with ASD are currently nonexistent. To facilitate their use, we have designed an innovative game that includes social interactions and provides neural- and body-based feedback that corresponds directly to the underlying significance of the trained signals as well as to the behavior that is reinforced.
Virtual Reality | 2007
Theodore Lim; James Millar Ritchie; Richard G. Dewar; Jonathan Corney; P. Wilkinson; Mustafa Calis; Marc Phillipe Yves Desmulliez; Jing Jing Fang
Current computer-aided assembly systems provide engineers with a variety of spatial snapping and alignment techniques for interactively defining the positions and attachments of components. With the advent of haptics and its integration into virtual assembly systems, users now have the potential advantage of tactile information. This paper reports research that aims to quantify how the provision of haptic feedback in an assembly system can affect user performance. To investigate human–computer interaction processes in assembly modeling, performance of a peg-in-hole manipulation was studied to determine the extent to which haptics and stereovision may impact on task completion time. The results support two important conclusions: first, it is apparent that small (i.e. visually insignificant) assembly features (e.g. chamfers) affect the overall task completion at times only when haptic feedback is provided; and second, that the difference is approximately similar to the values reported for equivalent real world peg-in-hole assembly tasks.
Computer-aided Design | 2009
Raymond Sung; James Millar Ritchie; Graham Robinson; Philip N. Day; Jonathan Corney; Theodore Lim
The capture of engineering design processes and associated knowledge has traditionally been extremely difficult due to the high overhead associated with current intrusive and time-consuming manual methods used in industry, usually involving interruption of the designer during the design task and relying on them to remember how a design solution was developed after the event. This paper presents novel research which demonstrates how the detailed logging and analysis of an individual designers actions in a cable harness virtual reality (VR) design and manufacturing system permits automated design task analysis with process mapping. Based on prior research, which utilised user-logging to automatically analyse design activities and generate assembly plans, this work involves the automatic capture of extracted design knowledge embedded within the log files and subsequently represented using IDEF0 diagrams, DRed graphs, PSL, XML, annotated movie clips and storyboard representations. Using this design knowledge, an online help system has been demonstrated which helps users to carry out design tasks similar to those performed previously by expert users. This is triggered by monitoring the designers actions and functions in real time and pushes knowledge and advice to the user which was captured from experts and subsequently formalised during earlier design sessions.
Assembly Automation | 2014
Germanico Gonzalez-Badillo; Hugo I. Medellín-Castillo; Theodore Lim; James Millar Ritchie; Samir Garbaya
Purpose – This paper aims to report the development and key features of a novel virtual reality system for assembly planning and evaluation called Haptic Assembly and Manufacturing System (HAMS). The system is intended to be used as a tool for training, design analysis and path planning. Design/methodology/approach – The proposed system uses the physics-based modelling (PBM) to perform assemblies in virtual environments. Moreover, dynamic assembly constrains have been considered to reduce the degrees of freedom of virtual objects and enhance the virtual assembly performance. Findings – To evaluate the effectiveness and performance of HAMS, the assembly of various mechanical components has been carried out, and the results have shown that it can be effectively used to simulate, evaluate, plan and automatically formalise the assembly of complex models in a more natural and intuitive way. Research limitations/implications – The collision detection performance is the bottleneck in any virtual assembly system....
IEEE Transactions on Pattern Analysis and Machine Intelligence | 2005
Theodore Lim; H. Medellin; Carmen Torres-Sanchez; Jonathan Corney; James Millar Ritchie; J.B.C. Davies
Numerous applications in mechanical CAD/CAM need robust algorithms for the identification of protrusion and depression features (DP-features) on geometric models with free-form (B-spline) surfaces. This paper reports a partitioning algorithm that first identifies the boundary edges of DP-features and then creates a surface patch to cover the depressions or isolate the protrusions. The novelty of the method lies in the use of tangent continuity between edge segments to identify DP-feature boundaries that cross multiple faces and geometries.
Computer-aided Design | 2006
H. Medellin; Jonathan Corney; J.B.C. Davies; Theodore Lim; James Millar Ritchie
Hierarchical decomposition techniques are well established for the representation of 2D images, the calculation of distance maps, and the modelling of volume data. However, recent work has suggested that their use can be extended to the manufacture of physical objects for low cost prototyping and visualization. This paper details various decomposition and assembly planning routines created to support this process. Specifically the decomposition methods are described to generate octants appropriate for the physical assembly process. Having established methods for generating suitable octrees, three different algorithms for planning the assembly of octrees are presented. The comparative performance of these different approaches is discussed.
International Journal of Technology Enhanced Learning | 2014
Manuel Ninaus; Silvia Erika Kober; Elisabeth V. C. Friedrich; Ian Dunwell; Sara de Freitas; Sylvester Arnab; Michela Ott; Milos Kravcik; Theodore Lim; Sandy Louchart; Francesco Bellotti; Anna Hannemann; Alasdair G. Thin; Riccardo Berta; Guilherme Wood; Christa Neuper
The use of serious games and virtual environments for learning is increasing worldwide. These technologies have the potential to collect live data from users through game play and can be combined with neuroscientific methods such as EEG, fNIRS and fMRI. The several learning processes triggered by serious games are associated with specific patterns of activation that distributed in time and space over different neural networks. This paper explores the opportunities offered and challenges posed by neuroscientific methods when capturing user feedback and using the data to create greater user adaptivity in game. Existing neuroscientific studies examining cortical correlates of game-based learning do not form a common or homogenous field. In contrast, they often have disparate research questions and are represented through a broad range of study designs and game genres. In this paper, the range of studies and applications of neuroscientific methods in game-based learning are reviewed.
ieee international symposium on assembly and manufacturing | 2007
Theodore Lim; James Millar Ritchie; Jonathan Corney; Richard G. Dewar; K. Schmidt; K. Bergsteiner
Assembly is one of the most extensively studied manual processes in manufacturing. Using design for assembly (DFA) methodologies relative times of real-world assembly tasks such as manipulation and insertion can be quantified. However, it is unclear if similar values can be reflected in a virtual assembly system? This question forms the rationale for the peg-in-hole assembly task addressed in this study. Although almost simplistic in nature, assembling a peg into a hole addresses three fundamental states in an assembly process -picking, placing and motion within an environment. The objective here is to investigate assembly performance in the virtual environment using a force feedback haptic device benchmarked against previously quantified data. Inclusive, is a kinematic evaluation of task performance for peg-in-hole manipulation based on geometric and force conditions.