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2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)最新文献

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The impact of online social games on E-learning usage among female students 网络社交游戏对女学生电子学习使用的影响
Pub Date : 2016-12-01 DOI: 10.1109/ICGGAG.2016.8052647
Alaa Ibrahim Mahmood, S. M. Yusof, M. I. Jambak
The momentum contemplate evaluates the relationship among online social recreations and the e-learning utilization by look at the impact of social, subjective and teaching nearness on e-learning use between female understudies by method for playing on the web social diversions. This study utilizes an exploratory research plan, comfort test procedure. The outcomes propose that all scales are basically related with E-learning use. It is found that E-learning uses is emphatically tremendous and has a direct related with social nearness. The relationship between E-learning use and psychological nearness has a decidedly strong enormous connection; in like manner, the relationship between E-learning use and teaching nearness has an emphatically strong colossal connection. The disclosures inferred that the characteristic of online social amusements; both intellectual and teaching nearness impact E-learning utilization.
通过观察社交、主观和教学距离对女性学生在线学习使用的影响,本研究评估了在线社交娱乐与电子学习利用之间的关系。本研究采用探索性研究计划,舒适度测试程序。结果表明,所有量表基本上都与电子学习的使用有关。研究发现,网络学习的使用是非常巨大的,并且与社交亲近度有直接关系。使用电子学习与心理亲近之间的关系无疑具有很强的巨大联系;同样,电子学习的使用和教学亲近度之间的关系也有着强烈的巨大联系。该披露推断,网络社交娱乐的特征;智力接近和教学接近都会影响电子学习的利用。
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引用次数: 0
Gamified virtual reality driving simulator for asserting driving behaviors 用于断言驾驶行为的游戏化虚拟现实驾驶模拟器
Pub Date : 2016-12-01 DOI: 10.1109/ICGGAG.2016.8052668
A. Ali, Ahmed Elnaggarz, Dirk Reichardtz, Slim Abdennadher
Virtual Reality (VR) is a very promising field that allows the users to explore a 3D world and immerse in it. Driving Simulators are one of the most common VR applications that integrate the users within a learning experience. This project focuses on the most important driving behaviors that have to be adapted by any driver, such as switching lanes and giving priority to pedestrians in order to reduce the rate of car accidents. The main objective is to implement a driving simulator where the driver can exercise these behaviors in a form of 4 gamified scenarios with a scoring system and analyzing techniques. Microsoft sidewinder force feedback is used as an input to enhance the multisensory experience. VR tracking system is used as part of the system that analyzes the player's behavior to alter the scene and expose the driver to unexpected situations. The system includes different algorithms as well that measure the performance of each driver and track the improvements that occur to the targeted behaviors. The feedback of the players was gathered using a survey, while the improvement in their performance was measured using observation of each of their behaviors. The survey's results showed that 88% of the test subjects believe that this teaching experience may help correcting the addressed driving behaviors and 84% of them found it amusing. The statistical analysis of the change of the drivers' behaviors shows an average increase of 21% of the correct actions and an average decrease of 17% of the wrong actions.
虚拟现实(VR)是一个非常有前途的领域,它允许用户探索3D世界并沉浸其中。驾驶模拟器是最常见的VR应用程序之一,它将用户整合到学习体验中。这个项目关注的是任何司机都必须适应的最重要的驾驶行为,比如换车道和优先考虑行人,以减少车祸的发生率。主要目标是实现一个驾驶模拟器,其中驾驶员可以在带有评分系统和分析技术的4个游戏化场景中练习这些行为。微软响尾蛇力反馈被用作增强多感官体验的输入。VR跟踪系统作为系统的一部分,用于分析玩家的行为,以改变场景,并将驾驶员暴露在意外情况下。该系统还包括不同的算法,可以衡量每个司机的表现,并跟踪目标行为的改进。我们通过调查收集玩家的反馈,同时通过观察他们的行为来衡量他们表现的改善。调查结果显示,88%的测试对象认为这种教学经验可能有助于纠正所解决的驾驶行为,84%的人认为这很有趣。对驾驶员行为变化的统计分析表明,正确行为平均增加了21%,错误行为平均减少了17%。
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引用次数: 13
Character design as bridging tools of ideological message in game 角色设计作为游戏中意识形态信息的桥梁工具
Pub Date : 2016-12-01 DOI: 10.1109/ICGGAG.2016.8052646
Tubagus Zufri, Dodi Hilman, Wahyudi Pratama
The development of gaming applications around the world, growing so fast, so does in Indonesia. This sparked the game makers in this country to be more creatively, create different variants of the game, and spoiling the game consumers which increasingly growing, rapidly. Character is not just a “Visual Form” but at the same time, also a representation of an ideological, who designed, that is able to communicate more intimately and intense through specific visual language. Character, consciously or unconsciously, have basic roles as an ambassador of the message and the idea that is being built by the makers of the game.
游戏应用在世界各地的发展如此之快,在印度尼西亚也是如此。这激发了这个国家的游戏制作者更有创造力,创造出不同的游戏变体,并破坏了快速增长的游戏消费者。人物不仅是一种“视觉形式”,同时也是一种意识形态的表现,通过特定的视觉语言能够更加亲密和强烈地交流。不管是有意还是无意,角色都扮演着传达游戏开发者所创造的信息和理念的基本角色。
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引用次数: 6
Particle rendering using geometry shader 粒子渲染使用几何着色器
Pub Date : 2016-12-01 DOI: 10.1109/ICGGAG.2016.8052661
Freddy Indra Wiryadi, R. Kosala
The importance of visual elements in video games is increasing, and players demand high quality graphics. To reach more of the target market, game developers need to maintain good performance while still delivering high quality graphical effects. Game developers want to use the most efficient ways to render game graphics, specifically particle systems, one of the most resource intensive elements in a game. Geometry shader is a new technology that was proposed to offer the right capability in rendering particle systems. The aim of this paper is to find out whether geometry shader is more efficient to render particle systems by analyzing the performance differences and resource consumption between rendering particle systems using a CPU and geometry shader. These research experiments support the power of a GPU-based geometry shader approach to render particle systems compared to the CPU rendering of particle systems. Geometry shader is shown to be effective and provides sufficient benefits for optimizing the geometry generations. However, the benefits of the geometry shader approach diminish when the particle size increases and the screen resolution gets higher.
视觉元素在电子游戏中的重要性与日俱增,玩家也需要高质量的图像。为了获得更多目标市场,游戏开发者需要在提供高质量图像效果的同时保持良好的性能。游戏开发者希望使用最有效的方法来渲染游戏图像,特别是粒子系统,这是游戏中最耗费资源的元素之一。几何着色器是一种新的技术,提出提供正确的能力,在渲染粒子系统。本文的目的是通过分析使用CPU和几何着色器渲染粒子系统之间的性能差异和资源消耗,找出几何着色器是否更有效地渲染粒子系统。与CPU渲染粒子系统相比,这些研究实验支持基于gpu的几何着色器方法渲染粒子系统的能力。几何着色器被证明是有效的,并为优化几何生成提供了充分的好处。然而,当颗粒大小增加和屏幕分辨率提高时,几何着色器方法的好处就会减少。
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引用次数: 1
Gamification of learning kanji with “Musou Roman” game 汉字学习的游戏化与“木头罗马”游戏
Pub Date : 2016-12-01 DOI: 10.1109/ICGGAG.2016.8052664
A. Fathoni, Dea Delima
Japanese pop culture penetration in Indonesia, become lifestyles for many teenagers here. The fanatic fans of Japanese culture which are very dedicated to their Japanese related hobby, such as manga, anime or video games, is growing rapidly in numbers recently. They continually build a lot of communities that share the same interest of Japanese culture; therefore it is increasing interest of Japanese language as well. The purpose of this research is to study about how “Musou Roman” game can help Japan culture enthusiasts to learn the most complicated Japanese letters, kanji, beside katakana and hiragana letters through gamification. This paper examines the benefit of an RPG (Role-Playing Game) to learn other language and their complicated letters, in this case Japanese kanji. Suggestions for research are made, with particular reference to how gamification, can bridge learning outcomes as well as gameplay experience. This paper will contribute as potential solution to demystification in learning Japanese Kanji.
日本流行文化在印尼的渗透,成为这里许多青少年的生活方式。日本文化的狂热粉丝们非常专注于他们与日本相关的爱好,比如漫画、动漫或电子游戏,最近数量正在迅速增长。他们不断建立许多社区,分享对日本文化的相同兴趣;因此,人们对日语的兴趣也在增加。本研究的目的是研究“Musou Roman”游戏如何通过游戏化的方式帮助日本文化爱好者学习除了片假名和平假名之外最复杂的日语字母、汉字。本文探讨了RPG(角色扮演游戏)对学习其他语言及其复杂字母的好处,在本例中是日语汉字。作者还提出了一些研究建议,特别是关于游戏化如何在学习成果和游戏体验之间架起桥梁。本文将有助于解决日语汉字学习中的去神秘化问题。
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引用次数: 7
Bezier VFX plug-in: Improving unity visual effect performance Bezier VFX插件:提高unity视觉效果表现
Pub Date : 2016-12-01 DOI: 10.1109/ICGGAG.2016.8052654
Michael Desmond, R. Bahana
Nowadays, gaming industry has become one of the fastest improving industry in the world. Furthermore, with the focused on development of powerful open source games development kit, namely Unity. This research will be called “Bezier VFX Plug-in”. Using this plug-in, the author will implement the algorithm to improve the visual effect performance. As the number of the games developed by Indonesian developers are gradually increasing especially on these last few years, the quality is not looked as good as the quantity. For performance issues, Unity Particle Playground is an asset plug-in purchasable on the unity asset store. However, it does not solve the problem for the performance issue that developer encounter. As for this research, an entirely new solution is used to increase the game performance. A Bezier curve with extruded Mesh is used to replace the main use of Unity Shuriken Particle System. As the biggest particle visual effect gets replaced by the mesh implementation, the performance will be improved significantly. Overall, the end result is quite satisfying. Performance wise, it is improved a lot, the lag issues has been reduced. The usage of the plug-in is also straightforward; the only obstacle is the resources use is using sprite sheets. Subsequently this plug-in still can be improved.
如今,游戏产业已经成为世界上发展最快的产业之一。此外,专注于开发强大的开源游戏开发工具包,即Unity。这项研究将被称为“Bezier VFX插件”。使用该插件,作者将实现该算法,以提高视觉效果性能。随着印尼开发商开发的游戏数量逐渐增加,尤其是在最近几年,质量似乎不如数量那么好。对于性能问题,Unity Particle Playground是一个可以在Unity资产商店购买的资产插件。然而,它并不能解决开发人员遇到的性能问题。在本研究中,采用了一种全新的解决方案来提高游戏性能。用Bezier曲线和挤压网格代替了Unity神剑粒子系统的主要功能。由于最大的粒子视觉效果被网格实现所取代,性能将得到显著提高。总的来说,最终的结果是相当令人满意的。性能方面,它提高了很多,延迟问题已经减少。插件的使用也很简单;唯一的障碍是使用的资源是使用精灵表。随后,这个插件仍然可以得到改进。
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引用次数: 1
Player type classification based on activity logs in a gamified seminar setting 基于游戏化研讨会设置中的活动日志的玩家类型分类
Pub Date : 2016-12-01 DOI: 10.1109/ICGGAG.2016.8052637
S. Ohira, Natsumi Maeda, K. Nagao
University laboratory seminars provide a good opportunity for a presenter and other participants to discuss academic subject matter. In our laboratory, we have integrated a gamification technique into our seminar recording system and have developed and operated a Gamified Discussion system that sustains and improves the motivation of students to actively participate in seminars and stimulates discussions by evaluating and visualizing the argumentative skills of students. However, classification of a participant's type is essential to the improvement of the system and detailed analyses of motivation. Here, we report the results of clustering for player type classification using activity logs collected from the system.
大学实验室研讨会为演讲者和其他参与者提供了一个讨论学术主题的好机会。在我们的实验室,我们将游戏化技术集成到我们的研讨会记录系统中,并开发和操作了一个游戏化讨论系统,该系统通过评估和可视化学生的辩论技巧来维持和提高学生积极参与研讨会的动机,并激发讨论。然而,参与者类型的分类对于系统的完善和动机的详细分析是必不可少的。在这里,我们使用从系统收集的活动日志报告玩家类型分类的聚类结果。
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引用次数: 0
Review of mobile games icons designs: A study based on graphic designer knowledge 手机游戏图标设计综述:基于平面设计师知识的研究
Pub Date : 2016-12-01 DOI: 10.1109/ICGGAG.2016.8052641
A. Oscario, L. Luzar
With over one hundred thousand games apps, it's important to make a mobile game app stand out. The most basic way to do it is grabbing people attention through the icon. It's the first thing people see in apps store. It represents the face of the game. The mobile game app icon must communicate the right impression and the right message. This research studies the top grossing mobile games apps icons designs. Analyzing their forms, contents, and contexts to understand how they are designed.
面对超过10万款游戏应用,让一款手机游戏应用脱颖而出非常重要。最基本的方法就是通过图标来吸引人们的注意力。这是人们在应用商店看到的第一件事。它代表了游戏的面貌。手机游戏应用图标必须传达正确的印象和信息。本研究研究的是收益最高的手机游戏应用图标设计。分析它们的形式、内容和上下文,以了解它们是如何设计的。
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引用次数: 2
User experience evaluation of virtual reality-based cultural gamification using GameFlow approach 使用GameFlow方法评估基于虚拟现实的文化游戏化用户体验
Pub Date : 2016-12-01 DOI: 10.1109/ICGGAG.2016.8052644
Y. Heryadi, Ahmad Zakky Robbany, Hantze Sudarma
This paper presents some empiric results on the effect of some game player profiles to their user experience. The cultural gamification prototype for this study is developed using Virtual Reality technology on Google Cardboard in which some elements of Indonesian culture is used in part of the game story. Dataset for the game evaluation is collected using survey method. Data collection is implemented using self-administered questionnaire which is developed based on GameFlow framework. The respondent population is the college students who like to play games. The survey samples are chosen using purposive sampling technique. The results of this study indicate that there is a strong association of playing frequency and personality traits to game user experiences. Also, there is a weak association between gender and age to game user experiences. These research findings are valuable for game designer to design enjoyable and educational games.
本文就某些游戏玩家的个人资料对用户体验的影响给出了一些实证结果。本研究的文化游戏化原型是在Google Cardboard上使用虚拟现实技术开发的,其中一些印度尼西亚文化元素被用于游戏故事的一部分。采用调查法收集游戏评价数据集。数据收集采用基于GameFlow框架开发的自我管理问卷。调查对象是喜欢玩游戏的大学生。调查样本的选择采用目的性抽样技术。这项研究的结果表明,游戏频率和个性特征与游戏用户体验有着密切的联系。此外,性别和年龄对游戏用户体验的影响也不大。这些研究结果对于游戏设计师设计有趣且具有教育意义的游戏具有重要的参考价值。
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引用次数: 9
A design model for digital game-based learning in the study of international relations: Developing an innovative learning method for a defense strategy course at Bina Nusantara University 国际关系研究中基于数字游戏学习的设计模型:为比纳努桑塔拉大学国防战略课程开发创新学习方法
Pub Date : 2016-12-01 DOI: 10.1109/ICGGAG.2016.8052636
Ratumas Ayu Atika Putri, J. Moniaga, Y. Wijaya
Digital Game-Based Learning (DGBL) has been tested and proved to be a viable solution for many educational challenges. This research aims to study several frameworks used to develop games for educational purposes and formulate a framework for the development of game-based learning, specifically for Strategic Studies in International Relations Department, Bina Nusantara University. Literature reviews of previously completed research studied existing frameworks and models, including the Mechanics, Dynamics, Aesthetics (MDA) Framework and the Analysis, Design, Development, Implementation, Evaluation (ADDIE) Model, as well as the First Principles of Learning for designing the content of the game. The result shows the implementation of these frameworks in the design process of the game, as well as the early development of the game presented as a prototype.
基于游戏的数字学习(Digital Game-Based Learning, DGBL)已经过测试,并被证明是解决许多教育挑战的可行方案。本研究旨在研究用于开发教育目的的游戏的几个框架,并为基于游戏的学习的发展制定一个框架,特别是为Bina Nusantara大学国际关系系的战略研究。对先前完成的研究的文献回顾研究了现有的框架和模型,包括机制、动态、美学(MDA)框架和分析、设计、开发、执行、评估(ADDIE)模型,以及设计游戏内容的学习第一原则。结果显示了这些框架在游戏设计过程中的实施情况,以及游戏早期开发的原型呈现。
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引用次数: 3
期刊
2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)
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