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

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Complete Motion Control of a Serious Game against Obesity in Children 完全运动控制的严重游戏对抗肥胖的儿童
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.
儿童肥胖是大多数发达国家的一个主要问题,对儿童健康产生重大负面影响。一个减少肥胖的建议方法,特别是对儿童来说,是严肃的游戏。这些可以促进健康饮食和增加体育活动。理想情况下,它们还应该在游戏过程中增加能量消耗,而不是久坐不动。在这里描述的初步工作中,我们制作了一个示范严肃的游戏,旨在对抗儿童肥胖。游戏的所有用户互动都是通过使用Wii输入设备的移动来提供的,以最大限度地提高玩游戏时的身体活动。我们描述了实现这样一个接口的问题,特别是过度学习的问题。
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引用次数: 25
On the Presentation of Byzantine Art in Virtual Environments 论拜占庭艺术在虚拟环境中的呈现
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.
如何在虚拟环境中最好地再现拜占庭艺术是本文研究的一个主要理论问题。在与拜占庭艺术的数字复制、拜占庭艺术美学和系统评估研究相关的主题背景下,研究了照片真实感和非照片真实感渲染两种选择,以便根据所设置的范围推导出适当的设计方法。这个问题是在开发一个拜占庭虚拟博物馆的框架内进行研究的,该博物馆旨在代表位于联合国教科文组织世界遗产-圣约翰兰帕蒂斯修道院的真正拜占庭艺术博物馆的拜占庭文物的真实表现力。
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引用次数: 4
Designing Serious Games to Enhance Political Efficacy and Critical Thinking Disposition for College Students: The Case of Taiwan 设计严肃游戏以提升大学生政治效能与批判性思维倾向:以台湾为例
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.
本研究旨在开发一种集互动叙事、娱乐教育与论点重建为一体的严肃游戏,并进一步探讨其对提高台湾大学生政治效能与批判性思维倾向的影响。娱乐教育的要素包括情感、同理心、例子、自我效能、增强、质量、正确性、完整性、一致性、说服力、清晰度、文化适宜性和问责制。来自台湾的62名大学生参与了这项研究,并被要求玩这个游戏。重复测量方差分析和内容分析的分析结果表明,严肃游戏是提高大学生对问题批判性思维倾向的有效工具。然而,政治效能并未显著提高。在游戏表现上得分较低的受访者认为,在未来的设计中应该考虑信息源可信度和人际影响力。
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引用次数: 6
Interactive Social TV on Service Oriented Environments: Challenges and Enablers 面向服务环境的交互式社会电视:挑战和推动因素
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.
未来的互联网应用需要按需提供信息通信技术资产,包括数据、服务和流程技术。为了实现这一愿景,当今的服务平台缺少的是服务的工作方式,以及服务被组合和管理的方式。在本文中,我们提出了一个应用场景,即交互式社交电视,它强调了在服务域中分离功能、内容和上下文概念的必要性,以便启用流和事件处理。此外,考虑到需要满足未来互联网应用程序的需求,我们引入了函数式编程模型的概念,作为一种手段,允许具有特定QoS要求的富媒体服务的面向目标的组合。
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引用次数: 5
Elemental: An Insight into the Development and Evaluation of a Secondary Education Chemistry Game Using XNA 元素:基于XNA的中学教育化学游戏的开发与评价
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.
本文讨论了一款针对英国gcse水平内容的教育游戏《Elemental》的创建。使用微软XNA工作室开发并部署在PC和Xbox 360平台上的Elemental解决了元素周期表,这是一个扩展到化学,物理和工程的主题。通过游戏的开发过程,以及最终的试点用户研究与15个科目(使用前和后测试方法来衡量学习使用媒介和自我报告问题),给出了例子,教育工作者如何能够在没有专业知识的情况下,利用现代编程工具来创建和测试定制的内容,以提供部分中等教育课程。
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引用次数: 6
Exploring Behavioural Fidelity of Synthetic Stimuli While Immersed in fMRI Displays 沉浸在功能磁共振成像显示器中探索合成刺激的行为保真度
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.
所提出的实验的目标是评估模拟的保真度以及开发合成成像系统,这将导致涉及正常人群和患者的可控功能磁共振成像(fMRI)实验。实验计划的最终目标是探索用于训练或治疗目的的不同保真度的自然和人工场景是否涉及共同的感知或神经科学机制。这种输入是非突发性的,并且是在体验发生的同时产生的。第一个实验简要总结是探索参与交互式经济游戏的用户的大脑移情反应,该游戏将在功能磁共振成像扫描仪上显示。第二个实验提出了一个交互式照明系统,也将在功能磁共振成像扫描仪上显示。它的范围是监测神经激活模式对光照操作的反应,从正常人群的日光和人造光开始,以及潜在的患有人格解体综合征的患者群体。这项工作的一个更广泛的目标是评估这种强大的社会心理学研究是否可以在虚拟环境中有效地推进认知神经科学和计算机图形学研究。
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引用次数: 1
Ageing Well and Learning through Online Immersive Participation Using a Multi-user Web 3D Environment 使用多用户网络3D环境,通过在线沉浸式参与来学习
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。
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引用次数: 10
The Importance of Eye Gaze and Head Pose to Estimating Levels of Attention 眼睛注视和头部姿势对估计注意力水平的重要性
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.
本文从理论和技术的角度探讨了头部旋转和眼睛注视方向在人类从非语言线索中感知注意力中的作用。我们对同一数据集的两个不同版本进行了注释,以便将上述参数与人们认为数据集中的人对他们面前的假设任务的关注程度联系起来。基于我们的研究结果,我们研究了眼睛注视方向在头部旋转中的作用,并基于先前的研究,我们开发了一种算法,用于从头部姿势、眼睛注视和面部特征空间位置估计注意力水平。在我们的AI系统和人们的注释的帮助下,我们首次尝试量化每个线索对注意力的整体估计的作用。这项工作的技术部分的一个重要特性是,我们使用的所有系统都是非侵入性的,不需要任何个人培训或校准阶段,使其成为游戏的理想选择。了解玩家的行为状态对于在互动过程中调整游戏设计或建立个人资料至关重要,从而产生旨在最大化玩家满意度的适当游戏功能。
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引用次数: 21
Square AR: Using Augmented Reality for Urban Planning 广场AR:将增强现实用于城市规划
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.
在本文中,我们描述了SquareAR的设计和实现,SquareAR是一个增强现实创作应用程序,可以虚拟恢复城市中未开发的公共空间。这个应用程序的目的是让当地居民以直观和用户友好的方式参与影响他们日常生活的决策过程。我们还评估了应用程序,并讨论了不同上下文中潜在的扩展和应用程序。
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引用次数: 22
Virtual Worlds as Information Spaces: Supporting Semantic and Social Navigation in a shared 3D Environment 作为信息空间的虚拟世界:在共享的3D环境中支持语义和社会导航
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.
虚拟世界是一种流行的3D通信和协作媒介,它们被用作各种应用领域的共享信息空间。然而,与传统的超媒体和基于web的信息系统相比,它们对语义和社交导航提供的支持很少。在本文中,提出了一个用隐喻增强虚拟世界的框架,该框架支持在3D环境中改进语义和社交浏览,并通过使用关联数据提出了一个集成架构,用于它们与外部信息源的接口。为了评估所提出方法的有效性,已经实现了一个原型系统并进行了相应的评估。
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引用次数: 3
期刊
2011 Third International Conference on Games and Virtual Worlds for Serious Applications
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