首页 > 最新文献

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

英文 中文
Augmented reality using Vuforia for marketing residence 增强现实使用Vuforia营销住宅
Pub Date : 2016-12-01 DOI: 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.
增强现实的概念是一种人机交互的技术,可以实时生成二维或三维物体。增强现实在其应用中可以提供必要的功能和信息。在这种情况下,增强现实(AR)只需要一个像相机这样的工具,它可以通过检测物体来捕获图像,而不需要来自周围环境的标记坐标来制作真正的3D物体。增强现实应用程序开发简单,易于开发,因此可以作为推广工具或提供信息。因此,获得的概念是单独开发AR应用程序,帮助住宅市场营销部门在家庭市场上展示销售房屋的3D对象。这样,潜在的买家就可以通过真实的3D物体获得更多的信息。本研究使用一个名为Vuforia (QCAR)的软件来实现增强现实在移动应用中的营销住宅。Vuforia为Android移动平台拍摄3D物体提供了便利。
{"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}
引用次数: 24
Gamification of M-learning Mandarin as second language 移动学习普通话作为第二语言的游戏化
Pub Date : 2016-12-01 DOI: 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.
本文介绍了运用游戏化教学法对大学生进行基础普通话第二语言教学的一些实证结果。本研究表明,游戏化教学方法在学习集中、技能、反馈和沉浸等方面优于非游戏化教学方法。然而,游戏化方法在测试难度与关卡/学习进度的一致性、整体学习目标的清晰度以及每个关卡目标的清晰度等方面存在一定的不足。这些游戏化设计的优点和缺点有望为教师提供有价值的信息,以提供普通话作为第二语言。
{"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}
引用次数: 19
The evaluation of queue and adaptation response models for telerobotic supervisory control in gaming environment 博弈环境下远程机器人监督控制的队列和自适应响应模型评价
Pub Date : 2016-12-01 DOI: 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.
人类监督控制允许人类操作员通过输入一系列命令作为预定义的位置来计划远程机器的运动。执行这一系列命令有两种可能的响应运动。本文描述了一个实验来测试两种反应运动在不同视觉规划/反馈场景下的表现。通过应用混合现实环境作为界面,本实验利用虚拟对象为规划和监控过程提供额外的信息。使用带有附加视觉提示的基于队列的交互模型可以实现最高的生产力。此外,在评估使用特征对变量结果数量的影响方面进行了进一步的分析。虚拟摄像机的使用对实验结果也有统计学上的显著影响。
{"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}
引用次数: 1
Safari rangers board game as a campaign media for endangered animal conservation 游猎游骑兵棋盘游戏作为濒危动物保护的宣传媒体
Pub Date : 2016-12-01 DOI: 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.
这项研究是关于棋盘游戏如何成为野生动物保护教育的媒介。Safari Rangers是一个角色扮演游戏棋盘,它的视觉元素是精心设计的,使用健壮的颜色,手绘水彩插图,以及吸引人的排版,向年轻人介绍濒危动物。这个展板帮助孩子们了解印尼六种濒危动物的信息,激发他们的想象力,鼓励他们去爱和保护。作为一项平面设计期末项目的研究,运用符号学的方法来设定目标受众的愉悦情绪,通过游戏板来体验一场激动人心的冒险。
{"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}
引用次数: 2
Visual representation of character of wayang kulit purwa in the wayang-based games: Case studies of Kurusetra and Mahabarat warrior games 基于wayang的游戏中wayang kulit purwa角色的视觉表现:以Kurusetra和Mahabarat战士游戏为例
Pub Date : 2016-12-01 DOI: 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.
本研究旨在探讨如何将印尼的皮影戏角色形象融入到以wayang为主题的游戏中。运用视觉语言理论对两个以大阳为主题的游戏《摩诃婆罗特勇士》和《库鲁塞特拉》进行案例研究。运用视觉语言理论,确定如何利用时空平面(STP)系统将wayang的视觉表现形式运用自然-视角-动量(NPM)系统转化为游戏角色。研究结果表明,游戏中的角色还不能将wayang使用的STP系统的独特视觉语言移动到游戏中的NPM系统的视觉语言中。而在视觉语言的符号化方面,身份正成为瓦扬库利特角色的主要重要标志,它所揭示的视觉独特性是游戏视觉角色所无法表现的。
{"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}
引用次数: 5
Developing a game application to encourage face-to-face local gaming experience 开发游戏应用,鼓励面对面的本地游戏体验
Pub Date : 2016-12-01 DOI: 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.
随着全球移动设备使用量的增加,面对面的交流已经退化,完全禁止是不现实的。我们无法阻止这种退化,因为它是技术的副作用。然而,平衡移动设备的使用和面对面交流的质量是可能的。通过开发一款以本地多人为主的聚会类手游,贴近用户,并将游戏介绍给用户,期望能够鼓励面对面的交流,从而使手机聚会游戏成为一种鼓励的媒介。在Unity游戏引擎的帮助下,开发了一个小游戏,作为聚会游戏的一部分,作为测试对象,收集用户的反应。在测试阶段,我们收集目标用户的反馈,验证面对面的鼓励,并且用户对游戏的反馈是积极的。样本游戏测试有效地重新引入了如今手机平台上罕见的派对游戏的存在,并鼓励面对面交流,这体现了用户测试者所体验到的热情和乐趣。综上所述,手机派对游戏可以作为一种鼓励面对面交流的媒介,防止这种交流的退化,未来在手机平台上开发完整的派对游戏是非常值得鼓励的,因为未来可能需要提高整体面对面交流的质量,以减轻这种退化。
{"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}
引用次数: 1
期刊
2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)
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