Pub Date : 2016-12-01DOI: 10.1109/ICGGAG.2016.8052642
D. Adrianto, M. Hidajat, V. Yesmaya
The concept of Augmented Reality is a technology in which the interaction between the human-computer that can generate two-dimensional or three dimensional object in real time. Augmented reality can provide the necessary functions and information in its application. In this case the augmented reality (AR) just need a tool like a camera that can capture images by detecting the object without the marker coordinates from the surrounding environment to make real 3D objects. Augmented Reality application development is simple and easy to develop, so it can serve as a promotional tool or the provision of information. Therefore, the notion obtained separately develop AR applications that help the residence marketing department in the home market to show a 3D object of marketed house. So that prospective buyers get the information more interactive with real look 3D objects. This study use a software named Vuforia (QCAR) to implement augmented reality in mobile applications for marketing residence. Vuforia provides convenience to the Android mobile platform in the shooting in 3D objects.
{"title":"Augmented reality using Vuforia for marketing residence","authors":"D. Adrianto, M. Hidajat, V. Yesmaya","doi":"10.1109/ICGGAG.2016.8052642","DOIUrl":"https://doi.org/10.1109/ICGGAG.2016.8052642","url":null,"abstract":"The concept of Augmented Reality is a technology in which the interaction between the human-computer that can generate two-dimensional or three dimensional object in real time. Augmented reality can provide the necessary functions and information in its application. In this case the augmented reality (AR) just need a tool like a camera that can capture images by detecting the object without the marker coordinates from the surrounding environment to make real 3D objects. Augmented Reality application development is simple and easy to develop, so it can serve as a promotional tool or the provision of information. Therefore, the notion obtained separately develop AR applications that help the residence marketing department in the home market to show a 3D object of marketed house. So that prospective buyers get the information more interactive with real look 3D objects. This study use a software named Vuforia (QCAR) to implement augmented reality in mobile applications for marketing residence. Vuforia provides convenience to the Android mobile platform in the shooting in 3D objects.","PeriodicalId":186199,"journal":{"name":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133488158","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 : 2016-12-01DOI: 10.1109/ICGGAG.2016.8052645
Y. Heryadi, Kelvin Muliamin
This paper presents some empiric results on teaching basic Mandarin as second language to college students using gamification approach. This study shows some evidences that gamification outperform non-gamification teaching method in related to learning concentration, skills, feedback, and immersion. However, gamification method has some drawbacks in related to compliance of quiz difficulty with the level/learning progress, clarity of overall learning goal, and clarity of goal at each level. These strength and drawbacks of gamification design are expected to give valuable information for teachers in delivering Mandarin as second language.
{"title":"Gamification of M-learning Mandarin as second language","authors":"Y. Heryadi, Kelvin Muliamin","doi":"10.1109/ICGGAG.2016.8052645","DOIUrl":"https://doi.org/10.1109/ICGGAG.2016.8052645","url":null,"abstract":"This paper presents some empiric results on teaching basic Mandarin as second language to college students using gamification approach. This study shows some evidences that gamification outperform non-gamification teaching method in related to learning concentration, skills, feedback, and immersion. However, gamification method has some drawbacks in related to compliance of quiz difficulty with the level/learning progress, clarity of overall learning goal, and clarity of goal at each level. These strength and drawbacks of gamification design are expected to give valuable information for teachers in delivering Mandarin as second language.","PeriodicalId":186199,"journal":{"name":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","volume":"78 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133134886","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 : 2016-12-01DOI: 10.1109/ICGGAG.2016.8052638
Ida Bagus Kerthyayana Manuaba
Human supervisory control allows human operators to plan the movement of the remote machine by entering a series of commands as pre-defined positions. There are two possible kinds of response movements from executing this series of commands. This paper describes an experiment to test the performance of the two kinds of response movements under varied visual planning/feedback scenarios. By applying a mixed reality environment as the interface, this experiment made the use of virtual objects to provide additional information for planning and monitoring the process. The highest productivity was achieved using a queue-based model of interaction with additional visual cues. Besides, further analysis had been done in evaluating the impact of the use of the features for the numbers of variable outcomes. The usage of virtual camera also had significant impact statistically into the experiment outcomes.
{"title":"The evaluation of queue and adaptation response models for telerobotic supervisory control in gaming environment","authors":"Ida Bagus Kerthyayana Manuaba","doi":"10.1109/ICGGAG.2016.8052638","DOIUrl":"https://doi.org/10.1109/ICGGAG.2016.8052638","url":null,"abstract":"Human supervisory control allows human operators to plan the movement of the remote machine by entering a series of commands as pre-defined positions. There are two possible kinds of response movements from executing this series of commands. This paper describes an experiment to test the performance of the two kinds of response movements under varied visual planning/feedback scenarios. By applying a mixed reality environment as the interface, this experiment made the use of virtual objects to provide additional information for planning and monitoring the process. The highest productivity was achieved using a queue-based model of interaction with additional visual cues. Besides, further analysis had been done in evaluating the impact of the use of the features for the numbers of variable outcomes. The usage of virtual camera also had significant impact statistically into the experiment outcomes.","PeriodicalId":186199,"journal":{"name":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124193203","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 : 2016-12-01DOI: 10.1109/ICGGAG.2016.8052649
S. Wulandari, Lenny
This research is about how a board game can become a media for wildlife conservation education. Safari Rangers is a role-play game board that its visual elements are designed carefully using robust color, hand drawn watercolor illustrations, and attractive typography to introduce the endangered animals to the youngsters. The board helps the youngsters to gain the much information regarding the six endangered animals in Indonesia, stimulates their imagination, and encourages them to love and protect. As a research in a graphic design final project, semiotics approach is implemented to set cheerful mood of the target audience so an exciting adventure through the game board are experienced.
{"title":"Safari rangers board game as a campaign media for endangered animal conservation","authors":"S. Wulandari, Lenny","doi":"10.1109/ICGGAG.2016.8052649","DOIUrl":"https://doi.org/10.1109/ICGGAG.2016.8052649","url":null,"abstract":"This research is about how a board game can become a media for wildlife conservation education. Safari Rangers is a role-play game board that its visual elements are designed carefully using robust color, hand drawn watercolor illustrations, and attractive typography to introduce the endangered animals to the youngsters. The board helps the youngsters to gain the much information regarding the six endangered animals in Indonesia, stimulates their imagination, and encourages them to love and protect. As a research in a graphic design final project, semiotics approach is implemented to set cheerful mood of the target audience so an exciting adventure through the game board are experienced.","PeriodicalId":186199,"journal":{"name":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","volume":"105 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124884163","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 : 2016-12-01DOI: 10.1109/ICGGAG.2016.8052666
A. Kurnianto, F. Limano
This study aims to determine how the visual character of wayang kulit (shadow puppet) represented into the wayang-themed game in Indonesia. Research using visual language theory with case studies of two wayang-themed games titled “Mahabharat Warrior” and “Kurusetra”. The theory of visual language is used to determine how the visual representation of the form of wayang that use the Space-Time-Plane (STP) system into the game character using the Naturalist-Perspectives-Momentopname (NPM) system. The results of this study indicate that the characters in the game have not been able to move the unique visual language of STP system using by the wayang to the visual language of NPM system in the game. While the symbolic aspects of the visual language, identities are becoming major important symbol of the wayang kulit characters which has revealed a visual uniqueness also cannot be represented to the visual character of the game.
{"title":"Visual representation of character of wayang kulit purwa in the wayang-based games: Case studies of Kurusetra and Mahabarat warrior games","authors":"A. Kurnianto, F. Limano","doi":"10.1109/ICGGAG.2016.8052666","DOIUrl":"https://doi.org/10.1109/ICGGAG.2016.8052666","url":null,"abstract":"This study aims to determine how the visual character of wayang kulit (shadow puppet) represented into the wayang-themed game in Indonesia. Research using visual language theory with case studies of two wayang-themed games titled “Mahabharat Warrior” and “Kurusetra”. The theory of visual language is used to determine how the visual representation of the form of wayang that use the Space-Time-Plane (STP) system into the game character using the Naturalist-Perspectives-Momentopname (NPM) system. The results of this study indicate that the characters in the game have not been able to move the unique visual language of STP system using by the wayang to the visual language of NPM system in the game. While the symbolic aspects of the visual language, identities are becoming major important symbol of the wayang kulit characters which has revealed a visual uniqueness also cannot be represented to the visual character of the game.","PeriodicalId":186199,"journal":{"name":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114355001","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 : 2016-12-01DOI: 10.1109/ICGGAG.2016.8052656
Yediya Juan, T. Geumpana, J. Martinez
With the increase of mobile device usage around the globe, face-to-face communication has degraded and complete prohibition is not realistic. The degradation is not to be prevented as it happens as a side effect of technology. However, balancing usage of mobile device and quality of face-to-face communication is possible. By approaching users through developing a party genre mobile game with local multiplayer focus and introducing the given game to users, it is expected that face-to-face communication can be encouraged, thus resulting in mobile party game to become a media for the encouragement. A mini game that is a part of party game is developed with the help of Unity game engine as a testing object in which user response is collected. In the testing phase, target user response is collected, face-to-face encouragement is proven and user response is positive towards the game. Sample game testing has effectively re-introduced the existence of nowadays rare party game in mobile platform along with encouraging face-to-face communication, shown by the enthusiasm and enjoyment that audience testers have experienced. To conclude, mobile party games can help by being a media to encourage face-to-face communication and prevent degradation of such communication, future developments of a complete party game in mobile platform is highly encouraged as overall face-to-face communication quality enhancement may be required in the future in order to mitigate degradation.
{"title":"Developing a game application to encourage face-to-face local gaming experience","authors":"Yediya Juan, T. Geumpana, J. Martinez","doi":"10.1109/ICGGAG.2016.8052656","DOIUrl":"https://doi.org/10.1109/ICGGAG.2016.8052656","url":null,"abstract":"With the increase of mobile device usage around the globe, face-to-face communication has degraded and complete prohibition is not realistic. The degradation is not to be prevented as it happens as a side effect of technology. However, balancing usage of mobile device and quality of face-to-face communication is possible. By approaching users through developing a party genre mobile game with local multiplayer focus and introducing the given game to users, it is expected that face-to-face communication can be encouraged, thus resulting in mobile party game to become a media for the encouragement. A mini game that is a part of party game is developed with the help of Unity game engine as a testing object in which user response is collected. In the testing phase, target user response is collected, face-to-face encouragement is proven and user response is positive towards the game. Sample game testing has effectively re-introduced the existence of nowadays rare party game in mobile platform along with encouraging face-to-face communication, shown by the enthusiasm and enjoyment that audience testers have experienced. To conclude, mobile party games can help by being a media to encourage face-to-face communication and prevent degradation of such communication, future developments of a complete party game in mobile platform is highly encouraged as overall face-to-face communication quality enhancement may be required in the future in order to mitigate degradation.","PeriodicalId":186199,"journal":{"name":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125887684","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}