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2011 Third International Conference on Games and Virtual Worlds for Serious Applications最新文献

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Building Social Commmunities around Alternate Reality Games 围绕虚拟现实游戏构建社交社区
Panagiotis Petridis, I. Dunwell, S. Arnab, S. Scarle, Adam Qureshi, S. Freitas, A. Protopsaltis, Kam Star
In recent years, alternate reality games have entered the mainstream as a new form of entertainment. The Living Stories project is the first alternate reality game in the UK, which addresses environmental issues. Living Stories combines social networking sites such as Face book and Twitter with Second Life, to create a platform, which allows social networking to feed into content creation within a virtual world, and facilitate and encourage real-world behaviour through virtual rewards. The project is funded by Interactive Digital Media IDM, as part of an ongoing collaboration with the Eden Project, Coventry University Serious Games Institute and PlayGen Ltd. The aim of this project is twofold: firstly to engage new visitors and to extend the Eden experience beyond the actual visits, and secondly to increase user participation amongst groups that do not traditionally visit Eden Project. In this paper we describe the unique technical and pedagogic challenges addressed when creating this platform and consider how the state-of-the-art in alternate reality gaming can be applied in an educational ('serious') context.
近年来,虚拟现实游戏作为一种新的娱乐形式进入了主流。“生活故事”项目是英国第一个解决环境问题的虚拟现实游戏。Living Stories将facebook和Twitter等社交网站与“第二人生”(Second Life)结合起来,创建了一个平台,允许社交网络在虚拟世界中进行内容创作,并通过虚拟奖励促进和鼓励现实世界的行为。该项目由Interactive Digital Media IDM资助,是Eden project、考文垂大学严肃游戏研究所和PlayGen Ltd.合作的一部分。这个项目的目的是双重的:首先是吸引新游客,并将伊甸园的体验扩展到实际访问之外,其次是增加传统上不访问伊甸园项目的群体的用户参与。在本文中,我们描述了在创建该平台时所面临的独特技术和教学挑战,并考虑了如何将替代现实游戏中的最新技术应用于教育(“严肃”)环境。
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引用次数: 8
Virtual World Presence for Pre-service Teachers: Does the TAM Model Apply? 职前教师的虚拟世界存在:TAM模型是否适用?
V. Camilleri, M. Montebello
In this paper, we would like to present a model framework for testing the Technology Acceptance Model (TAM) initially proposed by Davis [5] with pre-service teachers using Virtual Worlds (VWs). The main hypothesis of this study states that the use of VWs will enhance technology acceptance by pre-service teachers, and will also facilitate adoption of technology applications within the classroom environment. There have been plenty of studies which have tested the TAM within work-related environments. Other breakthrough studies have also tried to apply the TAM for an education environment, investigating reasons for the possible lack of adoption of technology by teachers within the classroom environment. However, as yet, the model's effectiveness has not been investigated with immersive technology applications such as VWs and their possible use and adoption within the teacher training framework.
在本文中,我们想提出一个模型框架来测试技术接受模型(TAM),该模型最初是由Davis[5]提出的,使用虚拟世界(VWs)对职前教师进行测试。本研究的主要假设是,使用大众汽车将提高职前教师对技术的接受程度,并促进在课堂环境中采用技术应用。已经有很多研究在工作环境中测试了TAM。其他突破性研究也试图将TAM应用于教育环境,调查教师在课堂环境中可能缺乏采用技术的原因。然而,到目前为止,该模型的有效性尚未与大众汽车等沉浸式技术应用以及它们在教师培训框架内的可能使用和采用进行调查。
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引用次数: 10
Usability of Serious Games for Health 关于健康游戏的可用性
Grassyara Pinho Tolentino, C. Battaglini, Alam Carlos Ventura Pereira, Ricardo Jacó de Oliveria, Marilene Gesiane Mendes de Paula
This study aimes to measure the interface usability in a Serious Game for Health and compare it to a game for entertainment. The sample is composed of players with extensive experience in online games. The tool used to measure the subjective satisfaction of the users is the System Usability Scale (SUS). The results indicate significantly higher usability scores in the game for entertainment when compared to the Serious Games. There is a positive correlation between in-game experience and user satisfaction. However, both games presented satisfactory usability, above the average range, indicating that usability would not be a negative aspect in the games analyzed.
本研究旨在衡量一款严肃健康游戏的界面可用性,并将其与娱乐游戏进行比较。样本由具有丰富在线游戏经验的玩家组成。用于测量用户主观满意度的工具是系统可用性量表(SUS)。结果表明,与严肃游戏相比,娱乐游戏的可用性得分明显更高。游戏体验与用户满意度之间存在正相关关系。然而,这两款游戏都呈现出令人满意的可用性,高于平均范围,这表明可用性在分析的游戏中并不是一个负面因素。
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引用次数: 29
Studying Player Experience in a Collaborative Embodied Interaction Game 研究协作嵌入互动游戏中的玩家体验
Konstantinos Karadimitriou, M. Roussou
In this paper, we describe a study carried out to evaluate the players' experience with a collaborative full-body digital game; experience, in this case, is defined as both the feeling of learning and engagement. 97 primary school students (aged 10-11) were observed while interacting in groups with the game, which is installed as a permanent exhibit in an informal science education fun park. Both quantitative (pre- and post-tests, teacher questionnaires) and qualitative methods (observation, interviews) were used to collect data. Results indicate that the children perceived the educational attributes of the game as those of cooperation and practicing physical skills (e.g., equilibration of their bodies). At the same time, the game's main engagement elements were described by its players as being: social interaction, free choice, movement, its clearly defined goals and interactivity. These characteristics worked in tandem with the learning goals of the exhibit.
在本文中,我们描述了一项研究进行了评估玩家体验的协作全身数字游戏;在这种情况下,体验被定义为学习和参与的感觉。研究人员观察了97名小学生(10-11岁)在小组中与游戏互动的过程,该游戏被安装在一个非正式的科学教育娱乐公园中,作为永久性展品。采用定量方法(前后测试、教师问卷)和定性方法(观察、访谈)收集数据。结果表明,孩子们认为游戏的教育属性是合作和练习身体技能(如身体的平衡)。同时,玩家将游戏的主要粘性元素描述为:社交互动、自由选择、移动、明确定义的目标和交互性。这些特点与展览的学习目标是一致的。
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引用次数: 13
Format-Store: A Multi-agent Based Approach to Experiential Learning 格式-存储:基于多智能体的体验式学习方法
P. Mathieu, D. Panzoli, S. Picault
FORMAT-STORE is a serious game application designed for training salesmen and managers in the context of a retail store or a larger supermarket. In this paper, we argue that a relevant way to train a salesperson to their daily activities (e.g. customer relationship management, store management and stock control) consists in immersing them in a 3d environment populated with realistic virtual customers. The first part of this paper presents the multi-agent approach we apply to the design of the intelligent customers. Specifically, we analyse the contribution of the interaction-oriented methodology I ODA in facilitating the conception of a game for non computer-scientists by means of a user-friendly design tool and the automated implementation of the conceptual model. The second part includes a case study where we present the organisation of the game around scenarios modelled with respect to the pedagogical requirements. We discuss how we intend to engage the learner by carefully adjusting the difficulty of these scenarios.
FORMAT-STORE是一个严肃的游戏应用程序,设计用于培训零售商店或大型超市的销售人员和经理。在本文中,我们认为培训销售人员日常活动(例如客户关系管理,商店管理和库存控制)的相关方法包括将他们沉浸在充满现实虚拟客户的3d环境中。本文第一部分介绍了应用于智能客户设计的多智能体方法。具体来说,我们分析了面向交互的方法论在通过用户友好的设计工具和概念模型的自动实现促进非计算机科学家的游戏概念方面的贡献。第二部分包括一个案例研究,在这个案例中,我们围绕着教学要求建模的场景来呈现游戏的组织。我们讨论了如何通过仔细调整这些场景的难度来吸引学习者。
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引用次数: 7
Approximate Visibility Grids for Interactive Indirect Illumination 交互式间接照明的近似可视性网格
Thomas Bashford-Rogers, K. Debattista, Carlo Harvey, A. Chalmers
The computation of indirect illumination is fundamental to simulate lighting within a virtual scene correctly and is critical when creating interactive applications, such as games for serious applications. The computation of such illumination is typically prohibitive for interactive or real-time performance if the visibility aspect of the indirect illumination is to be maintained. This paper presents a global illumination system which uses a structure termed the Approximate Visibility Grid (AVG) which enables interactive frame rates for multiple bounce indirect illumination for fully dynamic scenes on the GPU. The AVG is constructed each frame by making efficient use of the rasterisation pipeline. The AVG is then used to compute the visibility aspects of the light transport. We show how the AVG is used to traverse virtual point light sources in the context of instant radiosity, and demonstrate how our novel method enables interactive rendering of virtual scenes that require indirect illumination.
间接照明的计算是正确模拟虚拟场景中的照明的基础,在创建交互式应用程序(如严肃应用程序的游戏)时至关重要。如果要维持间接照明的可见性方面,这种照明的计算通常不利于交互式或实时性能。本文提出了一种全局照明系统,该系统使用一种称为近似可视性网格(AVG)的结构,该结构使交互式帧率能够用于GPU上的完全动态场景的多次反弹间接照明。AVG通过有效地利用光栅化管道来构建每帧。AVG然后用于计算光传输的可见性方面。我们展示了如何使用AVG在即时辐射的背景下遍历虚拟点光源,并演示了我们的新方法如何实现需要间接照明的虚拟场景的交互式渲染。
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引用次数: 4
PlayLOGO 3D: A 3D Interactive Video Game for Early Programming Education: Let LOGO Be a Game PlayLOGO 3D:早期编程教育的3D互动视频游戏:让LOGO成为一个游戏
I. Paliokas, Christos Arapidis, Michail Mpimpitsos
'PlayLOGO 3D' is a LOGO-like environment to implement Game Based Learning activities especially designed for children aged 6-13 years who learn the very basic instances related to programming. Its educational effectiveness is expected to be shown after school students get involved in formal programming lessons using LOGO or other languages. It is emphasized that students need an introductory level for programming based on their intuitive knowledge before getting involved with algorithmic concepts using formal programming tools. This paper outlines an approach for: A) Using a subset of LOGO language in a 3D environment, B) Propose an alternative method for pre-programming education and C) Design a Serious Games application to address all of the above. Usability evaluation results are discussed in later sections. While the enduser evaluation is still in progress, the Expert Review Method was used for initial evaluation based on a set of heuristics for game usability, game play and educational effectiveness.
“PlayLOGO 3D”是一个类似logo的环境,用于实施基于游戏的学习活动,特别为6-13岁的儿童设计,他们学习与编程相关的非常基本的实例。它的教育效果有望在学生参与使用LOGO或其他语言的正式编程课程后显示出来。强调的是,在使用正式编程工具参与算法概念之前,学生需要基于其直觉知识的编程入门水平。本文概述了以下方法:A)在3D环境中使用LOGO语言的子集,B)提出一种编程前教育的替代方法,以及C)设计一款严肃游戏应用来解决上述所有问题。可用性评估结果将在后面的章节中讨论。虽然最终用户评估仍在进行中,但基于游戏可用性、游戏性和教育有效性的一组启发式方法,专家评审方法被用于初步评估。
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引用次数: 41
Animation of 3D Avatars for Rehabilitation of the Upper Limbs 用于上肢康复的3D化身动画
Sergio Moya, S. Grau, D. Tost, Ricard Campeny, M. Ruiz
The paper presents a 3D Virtual Environment (VE) for neurorehabilitation of the upper limb. Patients move one of their arms trying to simulate concrete daily actions, such as grasping a bottle, opening a door or putting a book on a shelve. They wear a special garment that integrates four inertial sensors providing in real time information on the orientation of the patient's shoulder, elbow and wrist. The VE is a complete scenario integrating all the objects needed to perform virtually the actions simulated by the patients. In the VE, patients are represented by 3D avatars that, using the data provided by the inertial sensors, reproduce in real time their arm movements. Since only the arm movement is monitorized, but neither the hand nor the trunk and the neck, the system must combine real movements with baked animations in order to show a realistic behavior of the 3D avatar. Moreover, it must take into account collisions between the 3D avatar and the virtual objects. Finally, it must detect when the patient is about to simulate an interaction with an object in order to realize it virtually. We describe the strategies that we have designed to provide these functionalities.
介绍了一种用于上肢神经康复的三维虚拟环境(VE)。患者移动一只手臂,试图模拟具体的日常动作,比如抓瓶子、开门或把书放在书架上。他们穿着一件特殊的衣服,里面集成了四个惯性传感器,可以提供病人肩膀、肘部和手腕方向的实时信息。虚拟现实是一个完整的场景,整合了所有需要的对象来完成病人模拟的动作。在VE中,患者由3D化身代表,使用惯性传感器提供的数据,实时再现他们的手臂运动。由于只监控手臂运动,而不监控手、躯干和颈部,因此系统必须将真实运动与烘焙动画结合起来,以显示3D化身的真实行为。此外,它必须考虑到3D角色和虚拟物体之间的碰撞。最后,它必须检测到患者何时准备模拟与物体的交互,以便虚拟地实现它。我们将描述为提供这些功能而设计的策略。
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引用次数: 20
A Portable Framework Design to Support User Context Aware Augmented Reality Applications 支持用户上下文感知增强现实应用的便携式框架设计
J. Lewandowski, H. Arochena, R. Gorgui-Naguib, K. Chao
This paper describes a portable framework to support augmented reality applications with user context information. It combines user's body responses with a virtual world by monitoring user's physical activity and vital signs in order to reflect real body status in a virtual world. In this paper we present a design of our portable vital signs monitoring framework, which can be applied to support physiological or affective user context information in augmented reality applications. The pivotal part of our system consists of multiple sensor nodes, and a PDA/smart phone device that aggregates and analyses data before sending it to the virtual world's controlling device as game play parameters. The malleability of the framework's communication's channels makes it compatible with most known game/ serious applications platforms.
本文描述了一个可移植的框架来支持带有用户上下文信息的增强现实应用。它通过监测用户的身体活动和生命体征,将用户的身体反应与虚拟世界相结合,在虚拟世界中反映真实的身体状态。在本文中,我们提出了一种便携式生命体征监测框架的设计,该框架可用于支持增强现实应用中的生理或情感用户上下文信息。我们系统的关键部分由多个传感器节点和PDA/智能手机设备组成,该设备在将数据作为游戏参数发送到虚拟世界的控制设备之前汇总和分析数据。框架通信渠道的延展性使其与大多数已知的游戏/严肃应用程序平台兼容。
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引用次数: 17
Assessment of ADHD through a Computer Game: An Experiment with a Sample of Students 通过电脑游戏评估ADHD:学生样本实验
F. G. D. Santos, Angela P. Z. Bastos, L. Andrade, K. Revoredo, P. Mattos
In this paper we argue that through a computer game named Supermarket Game it is possible to perform a test that can aid in the diagnosis of Attention Deficit Hyperactivity Disorder (ADHD). OBJECTIVE: To evaluate the predictive capability of the game to detect ADHD cases through the analysis of its data by data mining techniques. METHOD: Eighty children, classified by teachers according to the DSM-IV symptoms, participated in a playing session with the Supermarket Game. The game captured a features set from each player: Gender, age, points (from eighteen stages) and time (from eighteen stages). Two data mining algorithms were used to classify the data produced by the game according to the disorder: naive Bayes and decision tree. Four hypotheses about the best data configuration were proposed: Numerical attributes with four classes, categorical attributes with four classes, categorical attributes with two classes and attribute selection. The performance metrics used to evaluate the prediction models were sensitivity and specificity. RESULTS: The data analysis with numerical attributes doesn't produce good results. With categorical attributes, an improvement in the decision tree performance was observed. With two classes (i.e. without considering ADHD subtypes) both algorithms achieve good results. The best results were obtained by the attribute selection technique, although this approach should be considered with caution. CONCLUSION: The Supermarket Game seems to be sensitive in the task of identifying children classified as ADHD positive by the teacher, although its capability to classify the disorder subtypes is weak. In future works, other samples of individuals (including from other age groups), and other data mining algorithms should be considered in order to validate this approach.
在这篇论文中,我们认为通过一款名为“超市游戏”的电脑游戏,可以进行一项有助于诊断注意力缺陷多动障碍(ADHD)的测试。目的:通过数据挖掘技术对游戏数据进行分析,评估游戏对ADHD病例的预测能力。方法:80名儿童,由教师根据DSM-IV的症状进行分类,参与超市游戏。游戏收集了每个玩家的特征集:性别、年龄、分数(来自18个阶段)和时间(来自18个阶段)。采用两种数据挖掘算法对博弈产生的数据根据无序度进行分类:朴素贝叶斯和决策树。提出了四类数值属性、四类分类属性、两类分类属性和属性选择四种最佳数据配置假设。用于评估预测模型的性能指标为敏感性和特异性。结果:带有数值属性的数据分析效果不佳。使用分类属性,可以观察到决策树性能的改进。对于两个类别(即不考虑ADHD亚型),两种算法都获得了良好的结果。最好的结果是通过属性选择技术获得的,尽管这种方法应该谨慎考虑。结论:超市游戏在识别被教师分类为ADHD阳性儿童的任务中似乎是敏感的,尽管其分类障碍亚型的能力较弱。在未来的工作中,应该考虑其他个人样本(包括来自其他年龄组的样本)和其他数据挖掘算法,以验证这种方法。
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引用次数: 19
期刊
2011 Third International Conference on Games and Virtual Worlds for Serious Applications
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