Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.19
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.
{"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}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.20
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.
{"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}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.46
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.
{"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}
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.
{"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}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.22
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.
{"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}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.31
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.
{"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}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.42
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.
{"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}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.27
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.
{"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}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.50
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.
{"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}
Pub Date : 2011-05-04DOI: 10.1109/VS-GAMES.2011.36
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.
{"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}