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

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Towards an Online Multiplayer Serious Game Providing a Joyful Experience in Learning Art History 走向一个在线多人严肃游戏,提供学习艺术史的快乐体验
Josef Froschauer, Max Arends, Doron Goldfarb, D. Merkl
Using prevalent teaching methods, such as classroom teaching, art historical facts can be tedious to communicate. Especially when it concentrates on teaching artists names, artworks and their corresponding era of art. Knowing about the cultural-historical background of art history can play an important role in raising a student's interest in contemporary culture and cultural heritage. We propose the online multiplayer Serious Game ThIATRO that helps students learn art history. This playful approach is intended to not only increases the motivation to learn but also compel the player to think about, organize and use information in ways that encourage active construction of knowledge.
使用流行的教学方法,如课堂教学,艺术历史事实可能是乏味的交流。特别是当它专注于教授艺术家的名字、作品和相应的艺术时代时。了解艺术史的文化历史背景可以在提高学生对当代文化和文化遗产的兴趣方面发挥重要作用。我们推荐在线多人严肃游戏ThIATRO,帮助学生学习艺术史。这种有趣的方法不仅能够提高玩家的学习动机,还能够促使玩家思考、组织和使用信息,从而鼓励他们积极构建知识。
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引用次数: 33
Towards Player Adaptivity in a Serious Game for Conflict Resolution 严肃游戏中解决冲突的玩家适应性
Corrado Grappiolo, Yun-Gyung Cheong, J. Togelius, Rilla Khaled, Georgios N. Yannakakis
We present a technology demonstrator for an adaptive serious game for teaching conflict resolution and discuss the research questions associated with the project. The prototype is a single-player 3D mini-game which simulates a resource management conflict scenario. In order to teach the player how to resolve this type of conflict, the underlying system generates level content automatically which adapts to player experience and behaviour. Preliminary results demonstrate the efficiency of the procedural content generation mechanism in guiding the training of players towards targeted learning objectives.
我们提出了一个用于冲突解决教学的适应性严肃游戏的技术演示,并讨论了与该项目相关的研究问题。原型是一款模拟资源管理冲突场景的单人3D迷你游戏。为了教会玩家如何解决这类冲突,底层系统会自动生成适应玩家体验和行为的关卡内容。初步结果证明了程序内容生成机制在引导玩家朝着目标学习目标训练方面的有效性。
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引用次数: 37
The Role of Game Rules in Architectural Design Environments 游戏规则在建筑设计环境中的作用
P. Pauwels, R. Meyer, Maarten Audenaert, K. Samyn
Experimenting' and 'observing' are crucial actions in architectural design thinking. They rely heavily on the representation environment used (e.g. sketching, scale models, sketch tools, CAD tools, etc.) and the 'game rules' at play in these environments. In this brief paper, we study the role of this representation environment in the overall architectural design thinking process. From this brief study, we indicate two design and implementation approaches to implement and design with such game rules in virtual design environments.
“实验”和“观察”是建筑设计思维中至关重要的行为。它们严重依赖于所使用的表现环境(如草图、比例模型、草图工具、CAD工具等)以及在这些环境中发挥作用的“游戏规则”。在这篇简短的文章中,我们研究了这种表现环境在整个建筑设计思维过程中的作用。从这个简短的研究中,我们指出了在虚拟设计环境中实现和设计这些游戏规则的两种设计和实现方法。
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引用次数: 3
Using Virtual Environments to Tell the Story: "The Battle of Thermopylae" 使用虚拟环境讲述故事:“温泉关战役”
Dimitrios Christopoulos, P. Mavridis, Anthousis Andreadis, John N. Karigiannis
Virtual environments have been valued as being extremely motivating for learners and therefore are employed as an innovative, more accessible framework to deliver education and entertainment to the public. Recent advances in creating videogame applications imbedded with effective learning principles, along with the evolution of human computer interfaces performed within the entertainment industry, suggests that a combination of successful practices in these areas could potentially transform virtual environments to a significant educational tool that could facilitate the learning process. This paper describes a virtual reality exhibit implemented for the museum of Thermopylae located at the site of the original battle, near the city of Lamia in Greece. We utilized storytelling techniques and principles of modern videogames to disseminate historical knowledge about the battle and the associated legends. After describing the hardware and software components comprising this installation we elaborate over the educational techniques designed to reinforce the strength of virtual reality technology as a mean of designing educational experiences in the context of historical events.
虚拟环境被认为对学习者具有极大的激励作用,因此被用作一种创新的、更容易获得的框架,向公众提供教育和娱乐。最近在创建嵌入有效学习原则的视频游戏应用程序方面的进展,以及娱乐行业中人机界面的发展,表明这些领域的成功实践组合可能会将虚拟环境转变为一种重要的教育工具,可以促进学习过程。本文描述了为位于希腊拉米亚市附近的原始战斗遗址的塞莫皮莱博物馆实施的虚拟现实展览。我们利用现代电子游戏的叙事技巧和原则来传播关于这场战斗和相关传说的历史知识。在描述了组成该装置的硬件和软件组件之后,我们详细介绍了旨在加强虚拟现实技术的力量的教育技术,作为在历史事件背景下设计教育体验的一种手段。
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引用次数: 53
Incorporating Serious Games in the Classroom of Students with Intellectual Disabilities and the Role of the Educator 在智障学生课堂中融入严肃游戏及教育者的角色
M. Saridaki, C. Mourlas
The purpose of this communication is to present a series of observations made by researchers and educators on the incorporation of serious games in the educational experience of users with intellectual disabilities.
本文的目的是介绍研究者和教育工作者对将严肃游戏融入智障用户教育体验的一系列观察。
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引用次数: 6
Real-Time Rendering of Dynamic Area and Volume Lights Using Hierarchical Irradiance Volumes 实时渲染动态区域和体积灯使用分层辐照量
Karsten Schwenk
Dynamic area and volume lights are a common phenomenon in our world. Examples include illuminated advertising, video screens, and lava lamps. Yet rendering such light sources in real-time in interactive scenes remains challenging. In this paper we present a method to render area or volume light sources in a fully dynamic scene, i.e. the geometry, materials, camera, and lights (spatial and spectral composition) can change continuously. The key idea of our approach is to decouple lighting from shading complexity by using a dynamically generated hierarchy of irradiance volumes as an intermediate approximation of incident lighting. The main contribution of this paper is a new computation scheme that updates irradiance volumes directly on the GPU and enables real-time performance. The algorithm is very fast, runs on DX9-level hardware, and is easy to integrate into existing rendering pipelines, which makes it well-suited for games and virtual-reality applications. Current limitations of our algorithm are that it cannot handle shadows and provides only a coarse approximation for glossy reflection.
动态区域和体积灯是我们世界中常见的现象。例子包括照明广告、视频屏幕和熔岩灯。然而,在交互式场景中实时渲染这样的光源仍然具有挑战性。在本文中,我们提出了一种在完全动态场景中渲染区域或体光源的方法,即几何、材料、相机和光线(空间和光谱组成)可以连续变化。我们方法的关键思想是通过使用动态生成的辐照量层次结构作为入射照明的中间近似,将照明从阴影复杂性中解耦。本文的主要贡献是一种新的计算方案,该方案直接在GPU上更新辐照量并实现实时性能。该算法非常快,在dx9级别的硬件上运行,并且很容易集成到现有的渲染管道中,这使得它非常适合游戏和虚拟现实应用程序。目前我们的算法的局限性是它不能处理阴影,只提供一个粗糙的近似光滑反射。
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引用次数: 1
Towards a User-Aware Virtual Museum 面向用户感知的虚拟博物馆
Christos Zigkolis, Vassiliki A. Koutsonikola, Despoina Chatzakou, S. Karagiannidis, Maria Giatsoglou, Andreas Kosmatopoulos, A. Vakali
The exploration of cultural heritage through well-designed virtual worlds has met an increase in popularity within the last decade. More and more well-known museums around the globe have started to spend funds in order to build systems with which users can virtually navigate through the museums' exhibits. Technological breakthroughs in graphics design and the use of multimedia content have helped these systems become more attractive and easier to use. However, the vast majority of these systems are solely there to represent content in an appealing way, with users just having the submissive role of requesting information. In this paper, we want to make one step further and present a user-aware system for virtual museums. Users in the proposed system are active users who can express their opinions in many different ways, enabling us to extract user preferences on cultural content. We follow a group-based logic in order to capture the underlying differences in user preferences between the groups. We believe that these findings are beneficial for providing a better user experience and, also, for the museum's administrators who can easily assess user interest about the museum by analyzing their evaluations.
在过去的十年里,通过精心设计的虚拟世界来探索文化遗产的做法越来越受欢迎。全球越来越多的知名博物馆已经开始投入资金,建立用户可以虚拟浏览博物馆展品的系统。图形设计方面的技术突破和多媒体内容的使用使这些系统变得更有吸引力,更容易使用。然而,这些系统中的绝大多数只是为了以一种吸引人的方式表示内容,用户只是扮演请求信息的顺从角色。在本文中,我们想更进一步,提出一个虚拟博物馆的用户感知系统。系统中的用户是活跃的用户,他们可以通过多种不同的方式表达自己的意见,使我们能够提取用户对文化内容的偏好。我们遵循基于组的逻辑,以便捕捉组之间用户偏好的潜在差异。我们相信,这些发现有利于提供更好的用户体验,也有利于博物馆的管理人员,他们可以通过分析用户的评价来轻松评估用户对博物馆的兴趣。
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引用次数: 3
Disaster Management Evaluation and Recommendation 灾害管理评价与建议
V. Vescoukis, N. Doulamis
It is clear that information technology plays an important role in facilitating disaster management and in allowing planners for a more efficient disaster handling. Today distributed architectures have been proposed in the area of environmental engineering which presents several advantages compared to the centralized frameworks. However, the current systems lack of methods that allow experts to dynamically construct, retrieve and exchange disaster management plans, stimulate orchestration between several simulation models according to the workflow (plan) constraints and recommends the most appropriate management plans according to the past experiences. This gap is addressed in this paper by proposing a novel architectural design framework, using the design principles of the Service Oriented Architecture (SOA) that allows interoperably description and construction of disaster management plans, easy service orchestration and execution as well as dynamic decision making and disaster management plan ranking. All this issues are evaluated in the use case of fire expansion framework.
显然,信息技术在促进灾害管理和使规划人员能够更有效地处理灾害方面起着重要作用。今天,环境工程领域提出了分布式架构,与集中式框架相比,分布式架构具有几个优点。然而,目前的系统缺乏允许专家动态构建、检索和交换灾难管理计划的方法,根据工作流程(计划)约束在几个仿真模型之间激发编排,并根据过去的经验推荐最合适的管理计划。本文通过提出一种新的体系结构设计框架来解决这一差距,该框架使用面向服务的体系结构(SOA)的设计原则,允许对灾难管理计划进行互操作描述和构建,简化服务编排和执行,以及动态决策制定和灾难管理计划排序。所有这些问题都在火灾扩展框架的用例中进行了评估。
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引用次数: 12
Virtual and Augmented Reality: Improved User Experience through a Service Oriented Infrastructure 虚拟和增强现实:通过面向服务的基础设施改善用户体验
Michael Braitmaier, D. Kyriazis
Service Oriented Infrastructures allow for on-demand provision of Information and Communication Technologies assets. What virtual environments require from such infrastructures refers to the offered Quality of Service (QoS) levels, which have direct impact on the end users experience. In this paper, we describe a new approach to improve the user experience, with regard to QoS, of collaborative Virtual Reality (VR) and Augmented Reality (AR) working sessions. One of the main issues that have to be addressed in such a use case is the requirement for keeping QoS with regards to real-time of the shared multimedia content of the AR. Therefore we adapted our application to a new and innovative real-time enabled framework for service-based infrastructures, implemented within the framework of the IRMOS EU project. This framework provides the necessary guarantees for successful collaborative VR and AR sessions as derived from the desired user experience. We also demonstrate the operation of the implemented framework and evaluate its effectiveness to the collaborative Virtual and Augmented Reality scenario.
面向服务的基础设施允许按需提供信息和通信技术资产。虚拟环境对此类基础设施的要求是指所提供的服务质量(QoS)级别,这对最终用户体验有直接影响。在本文中,我们描述了一种新的方法来改善用户体验,关于QoS,协作虚拟现实(VR)和增强现实(AR)工作会议。在这样一个用例中必须解决的主要问题之一是,在AR共享多媒体内容的实时性方面保持QoS的要求。因此,我们将我们的应用程序调整为一个新的创新的基于服务的基础设施的实时支持框架,在IRMOS EU项目的框架内实现。该框架为成功的协作VR和AR会话提供了必要的保证,这些会话源于期望的用户体验。我们还演示了实现框架的操作,并评估了其在协作虚拟和增强现实场景中的有效性。
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引用次数: 3
Integrating a Military Air Traffic Control Simulator with an LMS 集成军用空中交通管制模拟器与LMS
Tiago Ribeiro, Nuno Faria, Leonel Morgado, Paulo Simões, Paulo Rodrigues, Luis Leite
Many military training centers still use traditional means to train and practice air traffic control. To represent reality, they use physical models of an airfield and aircrafts, or advanced computer simulations. LMS systems are also frequently used for management of online contents of courses. We are connecting simulations with LMS systems, in order to support trainers' tracking of trainees' progress. This paper presents a technological architecture that allows a trainee to use a virtual air traffic control (ATC) simulator to practice exercises available at the LMS and updates the LMS with the trainee's progress and actions within the simulator. It also presents details of a first approach to the implementation of this architecture.
许多军事训练中心仍然使用传统的方法来训练和练习空中交通管制。为了表现现实,他们使用机场和飞机的物理模型,或者先进的计算机模拟。LMS系统也经常用于在线课程内容的管理。我们正在将模拟与LMS系统连接起来,以支持培训师跟踪受训者的进度。本文提出了一种技术架构,允许学员使用虚拟空中交通管制(ATC)模拟器进行LMS中可用的练习,并根据学员在模拟器中的进度和动作更新LMS。本文还详细介绍了实现该体系结构的第一种方法。
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引用次数: 1
期刊
2011 Third International Conference on Games and Virtual Worlds for Serious Applications
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