首页 > 最新文献

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

英文 中文
The Use of Live Virtual Guides in Educational Applications 实时虚拟导览在教育应用中的应用
Vedad Hulusic, S. Rizvić
Serious games are becoming increasingly popular in education, science, medicine, religion, engineering, and some other fields. Additionally, serious heritage games, including virtual reconstructions and museums, provide a good environment for a synthesis of serious games and cultural heritage. This may be used for education in the form of edutainment, comprising various techniques, such as storytelling, visual expression of information, interactivity and entertainment cite{vast09STAR}. This paper demonstrates a new concept of using live virtual guides in a Flash environment for cultural heritage virtual reconstruction. A pilot user study compares another approach using the X3D environment, highlighting the advantages and disadvantages of our concept. The introduced results can be easily adopted for serious games development.
严肃游戏在教育、科学、医学、宗教、工程和其他一些领域越来越受欢迎。此外,包括虚拟重建和博物馆在内的严肃遗产游戏为严肃游戏和文化遗产的综合提供了良好的环境。这可以以寓教于乐的形式用于教育,包括各种技术,例如讲故事、信息的视觉表达、互动性和娱乐cite{vast09STAR}。本文提出了在Flash环境下使用实时虚拟导游进行文物虚拟重建的新概念。试点用户研究比较了使用X3D环境的另一种方法,突出了我们的概念的优点和缺点。所介绍的结果可以很容易地用于严肃游戏开发。
{"title":"The Use of Live Virtual Guides in Educational Applications","authors":"Vedad Hulusic, S. Rizvić","doi":"10.1109/VS-GAMES.2011.19","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.19","url":null,"abstract":"Serious games are becoming increasingly popular in education, science, medicine, religion, engineering, and some other fields. Additionally, serious heritage games, including virtual reconstructions and museums, provide a good environment for a synthesis of serious games and cultural heritage. This may be used for education in the form of edutainment, comprising various techniques, such as storytelling, visual expression of information, interactivity and entertainment cite{vast09STAR}. This paper demonstrates a new concept of using live virtual guides in a Flash environment for cultural heritage virtual reconstruction. A pilot user study compares another approach using the X3D environment, highlighting the advantages and disadvantages of our concept. The introduced results can be easily adopted for serious games development.","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":"114793637","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}
引用次数: 3
Evaluation of Usefulness of the Elinor Console for Home-Based Stroke Rehabilitation Elinor控制台对家庭脑卒中康复的有效性评价
P. Backlund, A. Taylor, H. Engström, M. Johannesson, Mikael Lebram, Angelique Slijper, K. Svensson, Jesper Poucette, K. Sunnerhagen
Virtual rehabilitation has emerged as a promising tool over the last decade. However the field is diverse and there is no unified understanding of the concept and in which situations it should be used. The most common usage context is a rehabilitation clinic but there is an urge to offer motivating virtual rehabilitation to be used in the homes of patients. The main drive for using such systems is to enhance motivation by introducing an interesting challenge and an element of fun. This paper describes and evaluates the feasibility of Elinor, a game-based system for stroke rehabilitation in the home. The Elinor prototype has been positively evaluated with respect to its usability, user acceptance and motivational factors. This paper reports on the initial findings concerning the rehabilitation effect of Elinor. No persons suffered any serious adverse effects from training. We had positive results with respect to the assessment of motor and process skills (AMPS). Even though these improvements were not significant they are still positive enough to motivate future work. The self-reported improvements in the motor activity logs (MAL) also motivate future work.
在过去的十年里,虚拟康复已经成为一种很有前途的工具。然而,这个领域是多种多样的,对这个概念以及在哪些情况下应该使用它没有统一的理解。最常见的使用环境是康复诊所,但迫切需要提供在患者家中使用的激励虚拟康复。使用这种系统的主要动力是通过引入有趣的挑战和乐趣元素来增强动机。本文描述并评估了Elinor的可行性,这是一个基于游戏的家庭中风康复系统。Elinor原型在可用性、用户接受度和动机因素方面都得到了积极的评价。本文报道了关于埃莉诺康复效果的初步研究结果。没有人因培训而受到严重的不良影响。我们在运动和过程技能(AMPS)的评估方面取得了积极的结果。尽管这些改进并不显著,但它们仍然足以激励未来的工作。自我报告的运动活动日志(MAL)的改善也激励了未来的工作。
{"title":"Evaluation of Usefulness of the Elinor Console for Home-Based Stroke Rehabilitation","authors":"P. Backlund, A. Taylor, H. Engström, M. Johannesson, Mikael Lebram, Angelique Slijper, K. Svensson, Jesper Poucette, K. Sunnerhagen","doi":"10.1109/VS-GAMES.2011.20","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.20","url":null,"abstract":"Virtual rehabilitation has emerged as a promising tool over the last decade. However the field is diverse and there is no unified understanding of the concept and in which situations it should be used. The most common usage context is a rehabilitation clinic but there is an urge to offer motivating virtual rehabilitation to be used in the homes of patients. The main drive for using such systems is to enhance motivation by introducing an interesting challenge and an element of fun. This paper describes and evaluates the feasibility of Elinor, a game-based system for stroke rehabilitation in the home. The Elinor prototype has been positively evaluated with respect to its usability, user acceptance and motivational factors. This paper reports on the initial findings concerning the rehabilitation effect of Elinor. No persons suffered any serious adverse effects from training. We had positive results with respect to the assessment of motor and process skills (AMPS). Even though these improvements were not significant they are still positive enough to motivate future work. The self-reported improvements in the motor activity logs (MAL) also motivate future work.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"243 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":"115995935","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}
引用次数: 10
Towards the Development of a 3D Serious Game for Training in Power Network Maintenance 面向电网维护培训的三维严肃游戏开发
Matheus Rosendo, Tiago Buriol, K. Geus, S. Scheer, Carlos Felsky
Some activities related to the maintenance of power distribution networks can be performed without interrupting the flow of energy on the line. This kind of activity, referred to as "live line maintenance", imposes risks which have to be taken into account, especially those which may affect human lives. Thus, the training process is crucial to the safety of electricians and to the success of maintenance operations. In order to address these issues, a virtual environment can be used as a mechanism for improving knowledge acquisition and retention, enhancing the quality of the learning process during training. This paper discusses the development of a serious game for training of live line maintenance activities. Aspects of the developed software, its characteristics and functional model, in addition to the interactive devices adopted and technical strategies are presented. The goal is to describe an unprecedented platform which uses devices such as the Nintendo Wii Remote and 3D TV sets to provide a novel model of interaction and navigation. These models are based on some principles of pervasive computing.
与配电网络维护有关的一些活动可以在不中断线路上的能量流的情况下进行。这种被称为“带电线路维护”的活动带来了必须考虑的风险,特别是那些可能影响人类生命的风险。因此,培训过程对电工的安全和维护操作的成功至关重要。为了解决这些问题,可以使用虚拟环境作为一种机制来改善知识的获取和保留,提高培训期间学习过程的质量。本文讨论了一种用于在线维护活动训练的严肃游戏的开发。介绍了所开发软件的各个方面、特点和功能模型,以及采用的交互设备和技术策略。目标是描述一个前所未有的平台,它使用任天堂Wii遥控器和3D电视机等设备来提供一种新颖的交互和导航模式。这些模型基于普适计算的一些原则。
{"title":"Towards the Development of a 3D Serious Game for Training in Power Network Maintenance","authors":"Matheus Rosendo, Tiago Buriol, K. Geus, S. Scheer, Carlos Felsky","doi":"10.1109/VS-GAMES.2011.46","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.46","url":null,"abstract":"Some activities related to the maintenance of power distribution networks can be performed without interrupting the flow of energy on the line. This kind of activity, referred to as \"live line maintenance\", imposes risks which have to be taken into account, especially those which may affect human lives. Thus, the training process is crucial to the safety of electricians and to the success of maintenance operations. In order to address these issues, a virtual environment can be used as a mechanism for improving knowledge acquisition and retention, enhancing the quality of the learning process during training. This paper discusses the development of a serious game for training of live line maintenance activities. Aspects of the developed software, its characteristics and functional model, in addition to the interactive devices adopted and technical strategies are presented. The goal is to describe an unprecedented platform which uses devices such as the Nintendo Wii Remote and 3D TV sets to provide a novel model of interaction and navigation. These models are based on some principles of pervasive computing.","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":"126825444","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}
引用次数: 11
Metropolis: Multisensory Simulation of a Populated City 大都市:人口稠密城市的多感官模拟
C. O'Sullivan, Cathy Ennis
Creating realistic populated virtual environments is a challenge that many graphics and VR researchers are currently tackling. There are many interesting problems to solve, such as rendering and animating large and varied crowds efficiently and realistically in believable surroundings, and creating plausible behaviours and sounds for the individual inhabitants and their environment. This is the challenge that we are addressing in the Metropolis project, where our aim is to create the sights and sounds of a convincing crowd of humans and traffic in a complex cityscape. Exploring the perception of virtual humans and crowds is also integral to our approach, through psychophysical experiments with human participants.
创造逼真的虚拟环境是许多图形和虚拟现实研究人员目前正在解决的一个挑战。这里有许多有趣的问题需要解决,例如在可信的环境中高效且真实地渲染和动画大量不同的人群,并为个体居民及其环境创造合理的行为和声音。这是我们在大都会项目中所面临的挑战,我们的目标是在复杂的城市景观中创造令人信服的人群和交通的景象和声音。通过与人类参与者进行心理物理实验,探索虚拟人类和群体的感知也是我们方法的一部分。
{"title":"Metropolis: Multisensory Simulation of a Populated City","authors":"C. O'Sullivan, Cathy Ennis","doi":"10.1109/VS-GAMES.2011.9","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.9","url":null,"abstract":"Creating realistic populated virtual environments is a challenge that many graphics and VR researchers are currently tackling. There are many interesting problems to solve, such as rendering and animating large and varied crowds efficiently and realistically in believable surroundings, and creating plausible behaviours and sounds for the individual inhabitants and their environment. This is the challenge that we are addressing in the Metropolis project, where our aim is to create the sights and sounds of a convincing crowd of humans and traffic in a complex cityscape. Exploring the perception of virtual humans and crowds is also integral to our approach, through psychophysical experiments with human participants.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"93 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":"132945407","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}
引用次数: 16
An Exploratory Study of Problem-Based Learning in Virtual Worlds 虚拟世界中基于问题的学习的探索性研究
S. Vosinakis, P. Koutsabasis, Panagiotis Zaharias
Research on the educational value of Virtual Worlds (VWs) has revealed their potential as future learning platforms. However, further studies are needed in order to assess their effectiveness in constructivist and collaborative learning paradigms. Problem-based learning (PBL) is an educational approach, in which students learn by addressing problems and reflecting on their experiences. The paper investigates the suitability of VWs as a platform for hosting PBL activities and explores their strengths and difficulties in terms of collaboration support and learning effectiveness. We have set up an educational VW, developed a number of in-world supporting tools, and ran a complete PBL activity in the area of User Interface Design. We performed a thorough summative evaluation of the learning activity using questionnaires, in-world observation, dialogue analysis, tutors' assessment of the process and outcome, and follow up interviews. The results revealed several findings about collaboration and PBL via VWs, and led to a series of recommendations about supporting tools and functionality issues.
对虚拟世界(VWs)教育价值的研究揭示了它们作为未来学习平台的潜力。然而,为了评估它们在建构主义和协作学习范式中的有效性,还需要进一步的研究。基于问题的学习(PBL)是一种教育方法,学生通过解决问题和反思他们的经验来学习。本文调查了大众汽车作为举办PBL活动的平台的适用性,并探讨了他们在协作支持和学习有效性方面的优势和困难。我们建立了一个教育大众,开发了一些世界内的支持工具,并在用户界面设计领域开展了完整的PBL活动。我们通过问卷调查、实地观察、对话分析、导师对过程和结果的评估以及后续访谈,对学习活动进行了全面的总结性评估。结果揭示了一些关于通过vw进行协作和PBL的发现,并产生了一系列关于支持工具和功能问题的建议。
{"title":"An Exploratory Study of Problem-Based Learning in Virtual Worlds","authors":"S. Vosinakis, P. Koutsabasis, Panagiotis Zaharias","doi":"10.1109/VS-GAMES.2011.22","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.22","url":null,"abstract":"Research on the educational value of Virtual Worlds (VWs) has revealed their potential as future learning platforms. However, further studies are needed in order to assess their effectiveness in constructivist and collaborative learning paradigms. Problem-based learning (PBL) is an educational approach, in which students learn by addressing problems and reflecting on their experiences. The paper investigates the suitability of VWs as a platform for hosting PBL activities and explores their strengths and difficulties in terms of collaboration support and learning effectiveness. We have set up an educational VW, developed a number of in-world supporting tools, and ran a complete PBL activity in the area of User Interface Design. We performed a thorough summative evaluation of the learning activity using questionnaires, in-world observation, dialogue analysis, tutors' assessment of the process and outcome, and follow up interviews. The results revealed several findings about collaboration and PBL via VWs, and led to a series of recommendations about supporting tools and functionality issues.","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":"130422560","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}
引用次数: 27
Solis'Curse - A Cultural Heritage Game Using Voice Interaction with a Virtual Agent 索利斯的诅咒-一个文化遗产游戏使用语音交互与虚拟代理
João N. Neto, Ricardo Silva, João Morais da Silva Neto, J. Pereira, J. Fernandes
This paper presents a game with the aim of developing persistent knowledge inside a Cultural Heritage exhibition. The authors developed a game called Solis Curse, that was used as a way of testing the knowledge acquired during the museum visit. Similar to an entertainment quiz, the game presents a set of questions with progress ional levels of difficulty. Through the analysis of the responses and some others qualitative and quantitative metrics such, as the difficulty level and time, the players score is calculated and compared with a global ranking ladder. Beside putting to test the visitors knowledge, the game also offers the possibility of speech interaction with a embodied conversational agent that steers the game and helps the user to successfully complete the task at hand. Based on interdisciplinary multimedia technologies and cultural contents, Solis Curse suports an entertainment platform for a younger audience, which may be regarded as a mean to convey cultural heritage contents, conducted by the motto of learning by playing. The results of this research point out the benefits of having game as an aid to the learning process and also shows the impact of multi-modal interaction on the user immersion.
本文提出了一个游戏,目的是在一个文化遗产展览中发展持久的知识。作者开发了一款名为《索利斯诅咒》的游戏,用于测试在参观博物馆期间获得的知识。与娱乐测验类似,这款游戏呈现了一系列难度不同的问题。通过分析玩家的反应以及其他一些定性和定量指标,如难度等级和时间,计算出玩家的得分,并与全球排名阶梯进行比较。除了测试访问者的知识外,游戏还提供了语音交互的可能性,通过一个具体的对话代理来引导游戏并帮助用户成功完成手头的任务。《Solis Curse》基于跨学科的多媒体技术和文化内容,支持面向年轻受众的娱乐平台,以“玩中学习”为座右铭,作为文化遗产内容的传播手段。这项研究的结果指出了游戏作为学习过程辅助工具的好处,也显示了多模式交互对用户沉浸感的影响。
{"title":"Solis'Curse - A Cultural Heritage Game Using Voice Interaction with a Virtual Agent","authors":"João N. Neto, Ricardo Silva, João Morais da Silva Neto, J. Pereira, J. Fernandes","doi":"10.1109/VS-GAMES.2011.31","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.31","url":null,"abstract":"This paper presents a game with the aim of developing persistent knowledge inside a Cultural Heritage exhibition. The authors developed a game called Solis Curse, that was used as a way of testing the knowledge acquired during the museum visit. Similar to an entertainment quiz, the game presents a set of questions with progress ional levels of difficulty. Through the analysis of the responses and some others qualitative and quantitative metrics such, as the difficulty level and time, the players score is calculated and compared with a global ranking ladder. Beside putting to test the visitors knowledge, the game also offers the possibility of speech interaction with a embodied conversational agent that steers the game and helps the user to successfully complete the task at hand. Based on interdisciplinary multimedia technologies and cultural contents, Solis Curse suports an entertainment platform for a younger audience, which may be regarded as a mean to convey cultural heritage contents, conducted by the motto of learning by playing. The results of this research point out the benefits of having game as an aid to the learning process and also shows the impact of multi-modal interaction on the user immersion.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"31 1 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":"131453978","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}
引用次数: 26
A Service Oriented Architecture Enabling Policy Simulation in Virtual Spaces 在虚拟空间中实现策略模拟的面向服务的体系结构
Magdalini Kardara, Omri Fuchs, F. Aisopos, A. Papaoikonomou, K. Tserpes, T. Varvarigou
In order to be able to measure the impact of future government proposals and policies on a large scale, policy makers need artificial environments that enable mass participation and user interaction in contexts that simulate real life societies. These environments will be used as "sandboxes" where potential policies will be put to force and users' reactions will be captured and analyzed in order to make estimations about the effectiveness of the policy in real societies. Virtual spaces including 3D virtual worlds and social networks are ideal for this purpose as, due to their popularity as well as their similarity to the real world, they can be seen as a simulation of society, a micro-society. The +Spaces project aims to provide the technology enabling governments to use Virtual Spaces as testing environments where prospective policies can be applied, as well as the necessary tools for capturing, processing and analyzing public reactions to them. The current paper presents a SOA based architecture that resides on top of Virtual Spaces and allows users to deploy applications that enable policy simulation, monitor and evaluate users' reactions to the new policy and present the results to the policy maker in a meaningful way.
为了能够大规模地衡量未来政府提案和政策的影响,政策制定者需要人工环境,使大众参与和用户互动在模拟现实生活社会的背景下。这些环境将被用作“沙盒”,其中潜在的政策将被强制执行,用户的反应将被捕获和分析,以便对政策在现实社会中的有效性进行估计。包括3D虚拟世界和社交网络在内的虚拟空间是实现这一目的的理想选择,因为它们的受欢迎程度以及与现实世界的相似性,它们可以被视为对社会的模拟,一个微观社会。+Spaces项目旨在提供技术,使政府能够使用虚拟空间作为测试环境,在那里可以应用预期的政策,以及必要的工具来捕捉、处理和分析公众对这些政策的反应。本文提出了一个基于SOA的体系结构,它驻留在Virtual Spaces之上,允许用户部署应用程序,这些应用程序支持策略模拟、监控和评估用户对新策略的反应,并以有意义的方式将结果呈现给策略制定者。
{"title":"A Service Oriented Architecture Enabling Policy Simulation in Virtual Spaces","authors":"Magdalini Kardara, Omri Fuchs, F. Aisopos, A. Papaoikonomou, K. Tserpes, T. Varvarigou","doi":"10.1109/VS-GAMES.2011.42","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.42","url":null,"abstract":"In order to be able to measure the impact of future government proposals and policies on a large scale, policy makers need artificial environments that enable mass participation and user interaction in contexts that simulate real life societies. These environments will be used as \"sandboxes\" where potential policies will be put to force and users' reactions will be captured and analyzed in order to make estimations about the effectiveness of the policy in real societies. Virtual spaces including 3D virtual worlds and social networks are ideal for this purpose as, due to their popularity as well as their similarity to the real world, they can be seen as a simulation of society, a micro-society. The +Spaces project aims to provide the technology enabling governments to use Virtual Spaces as testing environments where prospective policies can be applied, as well as the necessary tools for capturing, processing and analyzing public reactions to them. The current paper presents a SOA based architecture that resides on top of Virtual Spaces and allows users to deploy applications that enable policy simulation, monitor and evaluate users' reactions to the new policy and present the results to the policy maker in a meaningful way.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"38 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":"131327178","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}
引用次数: 1
Brain-Controlled NXT Robot: Tele-operating a Robot through Brain Electrical Activity 脑控NXT机器人:通过脑电活动远程操作机器人
A. Vourvopoulos, F. Liarokapis
This paper focuses on the research of human robot interaction through tele-operation with the help of brain-computer interfaces (BCIs). To accomplish that, a working system has been created based on off-the-shelf components. The experimental prototype uses the basic movement operations and obstacle detection of a Lego Mindstroms NXT Robot. There are two versions of this prototype, taking readings from the users' brain electrical activity in real-time performance. The first version is made by using a Neurosky Mindset, and is based on the attention levels of the user as the robot accelerates or decelerates. The second version is using an Emotiv Epoc headset taking readings from 14 sensors, being able to control fully the robot.
本文主要研究基于脑机接口的人机远程操作交互。为了实现这一点,基于现成的组件创建了一个工作系统。实验原型使用乐高Mindstroms NXT机器人的基本运动操作和障碍物检测。这个原型有两个版本,可以实时读取用户的脑电活动。第一个版本是使用Neurosky思维模式制作的,基于用户在机器人加速或减速时的注意力水平。第二个版本是使用Emotiv Epoc耳机,从14个传感器读取数据,能够完全控制机器人。
{"title":"Brain-Controlled NXT Robot: Tele-operating a Robot through Brain Electrical Activity","authors":"A. Vourvopoulos, F. Liarokapis","doi":"10.1109/VS-GAMES.2011.27","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.27","url":null,"abstract":"This paper focuses on the research of human robot interaction through tele-operation with the help of brain-computer interfaces (BCIs). To accomplish that, a working system has been created based on off-the-shelf components. The experimental prototype uses the basic movement operations and obstacle detection of a Lego Mindstroms NXT Robot. There are two versions of this prototype, taking readings from the users' brain electrical activity in real-time performance. The first version is made by using a Neurosky Mindset, and is based on the attention levels of the user as the robot accelerates or decelerates. The second version is using an Emotiv Epoc headset taking readings from 14 sensors, being able to control fully the robot.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"1 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":"114524661","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}
引用次数: 44
A New Hybrid Approach to the Animation of Complex Character Interactions in Games 游戏中复杂角色交互动画的新混合方法
Denis Kravtsov, O. Fryazinov, V. Adzhiev, A. Pasko, P. Comninos
In this paper we discuss a set of well established problems in computer animation and computer games that are difficult to solve using currently available methods. Our approach is based on the idea of hybrid modelling that allows us to combine animated polygonal meshes with function representation (FRep) models. Such a hybrid model consists of an animated polygonal mesh and an approximation of this mesh by an FRep stand-in. The two models can be combined using one of the proposed methods. The motions of both dynamic objects are synchronised through the underlying skeleton used for the definition of the animation. Our method allows us to model interactions between the animated characters and viscoelastic substances with arbitrary time-dependent topology, as well as to model partial or full metamorphosis of animated characters with specified Level of Detail (LOD). Our hybrid modelling technique can be integrated into existing pipelines in an artist-friendly manner. A straightforward implementation of our approach on the GPU makes it attractive to use in real-time applications.
在本文中,我们讨论了一组在电脑动画和电脑游戏中很难用现有方法解决的问题。我们的方法是基于混合建模的思想,它允许我们将动画多边形网格与函数表示(FRep)模型结合起来。这种混合模型由一个动画多边形网格和一个FRep替身的近似网格组成。这两个模型可以使用其中一种方法进行组合。两个动态对象的运动通过用于动画定义的底层骨架同步。我们的方法允许我们用任意时间相关的拓扑来模拟动画角色和粘弹性物质之间的相互作用,以及用指定的细节水平(LOD)来模拟动画角色的部分或全部变形。我们的混合建模技术可以以艺术家友好的方式集成到现有的管道中。我们的方法在GPU上的直接实现使其在实时应用程序中具有吸引力。
{"title":"A New Hybrid Approach to the Animation of Complex Character Interactions in Games","authors":"Denis Kravtsov, O. Fryazinov, V. Adzhiev, A. Pasko, P. Comninos","doi":"10.1109/VS-GAMES.2011.50","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.50","url":null,"abstract":"In this paper we discuss a set of well established problems in computer animation and computer games that are difficult to solve using currently available methods. Our approach is based on the idea of hybrid modelling that allows us to combine animated polygonal meshes with function representation (FRep) models. Such a hybrid model consists of an animated polygonal mesh and an approximation of this mesh by an FRep stand-in. The two models can be combined using one of the proposed methods. The motions of both dynamic objects are synchronised through the underlying skeleton used for the definition of the animation. Our method allows us to model interactions between the animated characters and viscoelastic substances with arbitrary time-dependent topology, as well as to model partial or full metamorphosis of animated characters with specified Level of Detail (LOD). Our hybrid modelling technique can be integrated into existing pipelines in an artist-friendly manner. A straightforward implementation of our approach on the GPU makes it attractive to use in real-time applications.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"327 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":"116445884","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}
引用次数: 0
On Studying Collaborative Learning Interactions in Massively Multiplayer Online Games 大型多人网络游戏中协作学习互动研究
Iro Voulgari, V. Komis
In this paper we propose and apply a framework for the investigation of the potential of Massively Multiplayer Online Games (MMOGs) for collaborative learning. We focus on the group structure and processes. The findings suggest the interconnection of design features and players' practices.
在本文中,我们提出并应用了一个框架来研究大型多人在线游戏(mmog)在协作学习方面的潜力。我们关注的是集团结构和流程。研究结果表明,设计特征与玩家实践之间存在联系。
{"title":"On Studying Collaborative Learning Interactions in Massively Multiplayer Online Games","authors":"Iro Voulgari, V. Komis","doi":"10.1109/VS-GAMES.2011.36","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2011.36","url":null,"abstract":"In this paper we propose and apply a framework for the investigation of the potential of Massively Multiplayer Online Games (MMOGs) for collaborative learning. We focus on the group structure and processes. The findings suggest the interconnection of design features and players' practices.","PeriodicalId":159845,"journal":{"name":"2011 Third International Conference on Games and Virtual Worlds for Serious Applications","volume":"7 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":"122477332","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}
引用次数: 5
期刊
2011 Third International Conference on Games and Virtual Worlds for Serious Applications
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1