Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.47
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.
{"title":"Towards an Online Multiplayer Serious Game Providing a Joyful Experience in Learning Art History","authors":"Josef Froschauer, Max Arends, Doron Goldfarb, D. Merkl","doi":"10.1109/VS-GAMES.2011.47","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.47","url":null,"abstract":"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.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"175 1-2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114034192","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.2011.39
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.
{"title":"Towards Player Adaptivity in a Serious Game for Conflict Resolution","authors":"Corrado Grappiolo, Yun-Gyung Cheong, J. Togelius, Rilla Khaled, Georgios N. Yannakakis","doi":"10.1109/VS-GAMES.2011.39","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.39","url":null,"abstract":"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.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"28 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":"116586959","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.2011.37
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.
{"title":"The Role of Game Rules in Architectural Design Environments","authors":"P. Pauwels, R. Meyer, Maarten Audenaert, K. Samyn","doi":"10.1109/VS-GAMES.2011.37","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.37","url":null,"abstract":"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.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"59 4 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":"122569606","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.2011.18
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.
{"title":"Using Virtual Environments to Tell the Story: \"The Battle of Thermopylae\"","authors":"Dimitrios Christopoulos, P. Mavridis, Anthousis Andreadis, John N. Karigiannis","doi":"10.1109/VS-GAMES.2011.18","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.18","url":null,"abstract":"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.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"62 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":"131248858","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.2011.35
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。
{"title":"Incorporating Serious Games in the Classroom of Students with Intellectual Disabilities and the Role of the Educator","authors":"M. Saridaki, C. Mourlas","doi":"10.1109/VS-GAMES.2011.35","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.35","url":null,"abstract":"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.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"6 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":"134531761","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.2011.26
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.
{"title":"Real-Time Rendering of Dynamic Area and Volume Lights Using Hierarchical Irradiance Volumes","authors":"Karsten Schwenk","doi":"10.1109/VS-GAMES.2011.26","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.26","url":null,"abstract":"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.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"22 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":"122512643","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.2011.45
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.
{"title":"Towards a User-Aware Virtual Museum","authors":"Christos Zigkolis, Vassiliki A. Koutsonikola, Despoina Chatzakou, S. Karagiannidis, Maria Giatsoglou, Andreas Kosmatopoulos, A. Vakali","doi":"10.1109/VS-GAMES.2011.45","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.45","url":null,"abstract":"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.","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":"130808181","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.2011.43
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.
{"title":"Disaster Management Evaluation and Recommendation","authors":"V. Vescoukis, N. Doulamis","doi":"10.1109/VS-GAMES.2011.43","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.43","url":null,"abstract":"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.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"42 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":"116289355","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.2011.12
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.
{"title":"Virtual and Augmented Reality: Improved User Experience through a Service Oriented Infrastructure","authors":"Michael Braitmaier, D. Kyriazis","doi":"10.1109/VS-GAMES.2011.12","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.12","url":null,"abstract":"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.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"17 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":"115728566","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.2011.25
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.
{"title":"Integrating a Military Air Traffic Control Simulator with an LMS","authors":"Tiago Ribeiro, Nuno Faria, Leonel Morgado, Paulo Simões, Paulo Rodrigues, Luis Leite","doi":"10.1109/VS-GAMES.2011.25","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.25","url":null,"abstract":"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.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"47 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":"116443035","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}