Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.48
S. Scarle, I. Dunwell, Thomas Bashford-Rogers, Elmedin Selmanovic, K. Debattista, A. Chalmers, J. Powell, W. Robertson
Childhood obesity is a major problem in most developed countries, with significant negative impacts on children's health. A suggested method for reducing obesity, especially for children, are serious games. These could promote healthy eating and increased physical activity. Ideally, they should also increase energy expenditure during play, and not be a sedentary experience. In the preliminary work described here, we produced a demonstration serious game designed to combat childhood obesity. All user interaction for the game was supplied via movement using re-appropriated Wii input devices to maximize physical activity whilst playing. We describe the problems of implementing such an interface, in particular that of overlearning.
{"title":"Complete Motion Control of a Serious Game against Obesity in Children","authors":"S. Scarle, I. Dunwell, Thomas Bashford-Rogers, Elmedin Selmanovic, K. Debattista, A. Chalmers, J. Powell, W. Robertson","doi":"10.1109/VS-GAMES.2011.48","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.48","url":null,"abstract":"Childhood obesity is a major problem in most developed countries, with significant negative impacts on children's health. A suggested method for reducing obesity, especially for children, are serious games. These could promote healthy eating and increased physical activity. Ideally, they should also increase energy expenditure during play, and not be a sedentary experience. In the preliminary work described here, we produced a demonstration serious game designed to combat childhood obesity. All user interaction for the game was supplied via movement using re-appropriated Wii input devices to maximize physical activity whilst playing. We describe the problems of implementing such an interface, in particular that of overlearning.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131684395","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.34
C. Voutounos, A. Lanitis
This paper deals with a main theoretical research question which asks how to best represent Byzantine art in virtual environments. The two options of photo realistic and non photo realistic rendering are researched in the background of topics related to digital reproduction of Byzantine art, Byzantine art aesthetics and system evaluation studies in order to derive appropriate design methodologies according to the scopes set. The problem is studied within the framework of developing a Byzantine virtual museum that aims to represent the authentic expressivity of Byzantine artifacts of a real Byzantine art museum located in a UNESCO World Heritage Site - the Monastery of St John Lampadistis.
{"title":"On the Presentation of Byzantine Art in Virtual Environments","authors":"C. Voutounos, A. Lanitis","doi":"10.1109/VS-GAMES.2011.34","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.34","url":null,"abstract":"This paper deals with a main theoretical research question which asks how to best represent Byzantine art in virtual environments. The two options of photo realistic and non photo realistic rendering are researched in the background of topics related to digital reproduction of Byzantine art, Byzantine art aesthetics and system evaluation studies in order to derive appropriate design methodologies according to the scopes set. The problem is studied within the framework of developing a Byzantine virtual museum that aims to represent the authentic expressivity of Byzantine artifacts of a real Byzantine art museum located in a UNESCO World Heritage Site - the Monastery of St John Lampadistis.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130669802","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.29
H. Yi
The purposes of this study were to develop a serious game which integrated interactive narratives, entertainment-education and argument reconstruction and further, to examine its effects on enhancing political efficacy and critical thinking dispositions for college students in Taiwan. The employed elements for entertainment-education were emotions, empathy, examples, self-efficacy, enhancement, quality, correctness, completeness, consistency, how compelling it is, clarity, cultural appropriateness and accountability. Sixty-two college students all over Taiwan participated in this study and were asked to play the game. The analytical results of Repeated Measure Analysis of Variance and content analysis suggest that the serious game is an effective tool for improving college students' critical thinking disposition toward the issue. However, political efficacy was not significantly enhanced. According to the interviewees who scores badly on the gaming performance, source credibility and interpersonal influence should be considered for future design.
{"title":"Designing Serious Games to Enhance Political Efficacy and Critical Thinking Disposition for College Students: The Case of Taiwan","authors":"H. Yi","doi":"10.1109/VS-GAMES.2011.29","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.29","url":null,"abstract":"The purposes of this study were to develop a serious game which integrated interactive narratives, entertainment-education and argument reconstruction and further, to examine its effects on enhancing political efficacy and critical thinking dispositions for college students in Taiwan. The employed elements for entertainment-education were emotions, empathy, examples, self-efficacy, enhancement, quality, correctness, completeness, consistency, how compelling it is, clarity, cultural appropriateness and accountability. Sixty-two college students all over Taiwan participated in this study and were asked to play the game. The analytical results of Repeated Measure Analysis of Variance and content analysis suggest that the serious game is an effective tool for improving college students' critical thinking disposition toward the issue. However, political efficacy was not significantly enhanced. According to the interviewees who scores badly on the gaming performance, source credibility and interpersonal influence should be considered for future design.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129444785","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.30
D. Kyriazis, George Kousiouris, A. Menychtas, A. Doulamis, T. Varvarigou
Future Internet Applications require the on-demand provision of ICT assets with regard to data, services and process technologies. What is missing from today's service platforms to realize this vision refers to the way services are perceived to work and as a result being composed and managed. In this paper we present an application scenario, namely Interactive Social TV that highlights the need to separate the concepts of functionality, content and context within the services domain in order to enable stream and event handling. Furthermore and given the need to meet the requirements of future internet applications, we introduce the concept of functional programming models as a means to allow goal-oriented composition of media-rich services with specific QoS requirements.
{"title":"Interactive Social TV on Service Oriented Environments: Challenges and Enablers","authors":"D. Kyriazis, George Kousiouris, A. Menychtas, A. Doulamis, T. Varvarigou","doi":"10.1109/VS-GAMES.2011.30","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.30","url":null,"abstract":"Future Internet Applications require the on-demand provision of ICT assets with regard to data, services and process technologies. What is missing from today's service platforms to realize this vision refers to the way services are perceived to work and as a result being composed and managed. In this paper we present an application scenario, namely Interactive Social TV that highlights the need to separate the concepts of functionality, content and context within the services domain in order to enable stream and event handling. Furthermore and given the need to meet the requirements of future internet applications, we introduce the concept of functional programming models as a means to allow goal-oriented composition of media-rich services with specific QoS requirements.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129814123","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.11
James Birchall, C. Gatzidis
This article discusses the creation of an educational game intended for UK GCSE-level content, called Elemental. Elemental, developed using Microsoft's XNA studio and deployed both on the PC and Xbox 360 platforms, addresses the periodic table of elements, a subject with extensions in chemistry, physics and engineering. Through the development process of the game but also the eventual pilot user study with 15 subjects (using a pre and post test method to measure learning using the medium and self-report questions), examples are given on how an educator can, without expert knowledge, utilize modern programming tools to create and test custom-made content for delivering part of a secondary education curriculum.
{"title":"Elemental: An Insight into the Development and Evaluation of a Secondary Education Chemistry Game Using XNA","authors":"James Birchall, C. Gatzidis","doi":"10.1109/VS-GAMES.2011.11","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.11","url":null,"abstract":"This article discusses the creation of an educational game intended for UK GCSE-level content, called Elemental. Elemental, developed using Microsoft's XNA studio and deployed both on the PC and Xbox 360 platforms, addresses the periodic table of elements, a subject with extensions in chemistry, physics and engineering. Through the development process of the game but also the eventual pilot user study with 15 subjects (using a pre and post test method to measure learning using the medium and self-report questions), examples are given on how an educator can, without expert knowledge, utilize modern programming tools to create and test custom-made content for delivering part of a secondary education curriculum.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133793557","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.40
K. Mania, N. Medford, G. Christodoulou, P. Watten, Fiona M. Rivera, E. Radulescu, H. Critchley
The goal of the proposed experiments is to assess the fidelity of a simulation as well as develop synthetic imaging systems which will result in controlled functional Magnetic Resonance Imaging (fMRI) experiments involving the normal population as well as patients. The ultimate goal of the experiments planned is to explore whether natural and artificial scenes of varied fidelity for training or for therapeutic purposes engage common perceptual or neuroscientific mechanisms. Such input is non-obtrusive and is derived at the same time as the experience occurs. The first experiment briefly summarized is exploring brain empathic responses of users participating in an interactive economic game developed to be displayed in a fMRI scanner. The second experiment presents an interactive lighting system also to be displayed in an fMRI scanner. Its scope is to enable the monitoring of neural activation patterns in response to lighting manipulations ranging from daylight and artificial light of the normal population initially and potentially of groups of patients suffering from the depersonalization syndrome. A broader aim of this work is to assess whether such powerful social-psychological studies could be usefully carried out within Virtual Environments advancing both cognitive neuroscience and computer graphics research.
{"title":"Exploring Behavioural Fidelity of Synthetic Stimuli While Immersed in fMRI Displays","authors":"K. Mania, N. Medford, G. Christodoulou, P. Watten, Fiona M. Rivera, E. Radulescu, H. Critchley","doi":"10.1109/VS-GAMES.2011.40","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.40","url":null,"abstract":"The goal of the proposed experiments is to assess the fidelity of a simulation as well as develop synthetic imaging systems which will result in controlled functional Magnetic Resonance Imaging (fMRI) experiments involving the normal population as well as patients. The ultimate goal of the experiments planned is to explore whether natural and artificial scenes of varied fidelity for training or for therapeutic purposes engage common perceptual or neuroscientific mechanisms. Such input is non-obtrusive and is derived at the same time as the experience occurs. The first experiment briefly summarized is exploring brain empathic responses of users participating in an interactive economic game developed to be displayed in a fMRI scanner. The second experiment presents an interactive lighting system also to be displayed in an fMRI scanner. Its scope is to enable the monitoring of neural activation patterns in response to lighting manipulations ranging from daylight and artificial light of the normal population initially and potentially of groups of patients suffering from the depersonalization syndrome. A broader aim of this work is to assess whether such powerful social-psychological studies could be usefully carried out within Virtual Environments advancing both cognitive neuroscience and computer graphics research.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133464998","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.16
M. Chilcott, Ann Smith
The Second Life (SL) multi-user virtual environment offers researcher opportunities to experiment with its rich communication, virtual collaboration, and 3-D content creation integrated tools. The SL synthetic world has already revealed great potential for heritage, education and learning but much of the existing applications made have focused on engagement with digital native audiences. The contribution of this paper identifies the importance of developing and designing tailored virtual places which older members of society can utilize easily and safely within this context, with a focused application of addressing social isolation, enabling well being and lifelong learning. In this paper we also discuss our experiences of introducing SL to an elderly community and imparting to them the skills required to interact within the 3D environment and the resources that we developed to support their induction and training. This paper explores the impact of this approach and signposts next steps in experimenting with the use of SL as a domesticated digital technology tool that offers potential to support Ageing Well in our Information Society. We believe that we are the first researchers to conduct a small scaled pilot study of this kind with two elder members of society both aged over 75.
Second Life (SL)多用户虚拟环境为研究人员提供了试验其丰富的通信、虚拟协作和3-D内容创建集成工具的机会。SL合成世界已经显示出遗产,教育和学习的巨大潜力,但许多现有的应用程序都集中在与数字原生受众的互动上。本文的贡献确定了开发和设计量身定制的虚拟场所的重要性,在这种背景下,老年社会成员可以轻松安全地使用虚拟场所,重点是解决社会隔离问题,实现福祉和终身学习。在本文中,我们还讨论了我们向老年人社区介绍SL的经验,并向他们传授在3D环境中互动所需的技能,以及我们为支持他们的入门和培训而开发的资源。本文探讨了这种方法的影响,并指出了将SL作为一种驯化的数字技术工具进行试验的下一步,这种工具有可能在我们的信息社会中支持老龄化。我们相信,我们是第一个对两名75岁以上的老年人进行小规模试点研究的研究人员。
{"title":"Ageing Well and Learning through Online Immersive Participation Using a Multi-user Web 3D Environment","authors":"M. Chilcott, Ann Smith","doi":"10.1109/VS-GAMES.2011.16","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.16","url":null,"abstract":"The Second Life (SL) multi-user virtual environment offers researcher opportunities to experiment with its rich communication, virtual collaboration, and 3-D content creation integrated tools. The SL synthetic world has already revealed great potential for heritage, education and learning but much of the existing applications made have focused on engagement with digital native audiences. The contribution of this paper identifies the importance of developing and designing tailored virtual places which older members of society can utilize easily and safely within this context, with a focused application of addressing social isolation, enabling well being and lifelong learning. In this paper we also discuss our experiences of introducing SL to an elderly community and imparting to them the skills required to interact within the 3D environment and the resources that we developed to support their induction and training. This paper explores the impact of this approach and signposts next steps in experimenting with the use of SL as a domesticated digital technology tool that offers potential to support Ageing Well in our Information Society. We believe that we are the first researchers to conduct a small scaled pilot study of this kind with two elder members of society both aged over 75.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124924310","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.38
S. Asteriadis, K. Karpouzis, S. Kollias
This paper explores, from a theoretical and technical point of view, the role of head rotation and eye gaze directionality to the human perception of attention from non-verbal cues. We have annotated two different versions of the same dataset, in order to correlate the above parameters with the degree people have considered people in the dataset pay attention to a hypothetical task they have in front of them. Based on our findings, we investigate the role of eye gaze directionality in relation to head rotations and, based on previous studies, we developed an algorithm for estimating attention levels from head pose, eye gaze and facial feature spatial locations. With the help of our AI system and people's annotation, we have made a first attempt towards quantifying the role of each cue to the overall estimation of attention. One of the important properties of the technical part of this work is that all systems we used were non-intrusive and did not demand any personal training or calibration phase, constituting themselves ideal for Game playing. Knowing the behavioral state of a player can be of vital importance for adapting the game design during interaction, or building personal profiles, leading to appropriate game features aiming at maximizing player satisfaction.
{"title":"The Importance of Eye Gaze and Head Pose to Estimating Levels of Attention","authors":"S. Asteriadis, K. Karpouzis, S. Kollias","doi":"10.1109/VS-GAMES.2011.38","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.38","url":null,"abstract":"This paper explores, from a theoretical and technical point of view, the role of head rotation and eye gaze directionality to the human perception of attention from non-verbal cues. We have annotated two different versions of the same dataset, in order to correlate the above parameters with the degree people have considered people in the dataset pay attention to a hypothetical task they have in front of them. Based on our findings, we investigate the role of eye gaze directionality in relation to head rotations and, based on previous studies, we developed an algorithm for estimating attention levels from head pose, eye gaze and facial feature spatial locations. With the help of our AI system and people's annotation, we have made a first attempt towards quantifying the role of each cue to the overall estimation of attention. One of the important properties of the technical part of this work is that all systems we used were non-intrusive and did not demand any personal training or calibration phase, constituting themselves ideal for Game playing. Knowing the behavioral state of a player can be of vital importance for adapting the game design during interaction, or building personal profiles, leading to appropriate game features aiming at maximizing player satisfaction.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126390130","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.24
Kostas Anagnostou, P. Vlamos
In this paper we describe the design and implementation of SquareAR, an Augmented Reality authoring application which enables virtual restoration of public, unexploited, spaces in cities. The aim of this application is to involve the local residents into the decision making process that affects their everyday life in an intuitive and user friendly manner. We also evaluate the application and discuss potential extensions and applications in different contexts.
{"title":"Square AR: Using Augmented Reality for Urban Planning","authors":"Kostas Anagnostou, P. Vlamos","doi":"10.1109/VS-GAMES.2011.24","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.24","url":null,"abstract":"In this paper we describe the design and implementation of SquareAR, an Augmented Reality authoring application which enables virtual restoration of public, unexploited, spaces in cities. The aim of this application is to involve the local residents into the decision making process that affects their everyday life in an intuitive and user friendly manner. We also evaluate the application and discuss potential extensions and applications in different contexts.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131687028","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.41
S. Vosinakis, I. Papadakis
Virtual worlds are a popular medium for communication and collaboration in 3D and they are being used as shared information spaces in various application areas. However, compared to traditional hypermedia and web-based information systems they offer little support for semantic and social navigation. In this paper, a framework for enhancing virtual worlds with metaphors that support improved semantic and social browsing in the 3D environment is proposed, and an integrated architecture for their interface with external information sources through the employment of Linked Data is presented. In order to assess the effectiveness of the proposed approach, a prototype system has been implemented and accordingly evaluated.
{"title":"Virtual Worlds as Information Spaces: Supporting Semantic and Social Navigation in a shared 3D Environment","authors":"S. Vosinakis, I. Papadakis","doi":"10.1109/VS-GAMES.2011.41","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.41","url":null,"abstract":"Virtual worlds are a popular medium for communication and collaboration in 3D and they are being used as shared information spaces in various application areas. However, compared to traditional hypermedia and web-based information systems they offer little support for semantic and social navigation. In this paper, a framework for enhancing virtual worlds with metaphors that support improved semantic and social browsing in the 3D environment is proposed, and an integrated architecture for their interface with external information sources through the employment of Linked Data is presented. In order to assess the effectiveness of the proposed approach, a prototype system has been implemented and accordingly evaluated.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128484469","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}