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2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)最新文献

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Designing Augmented and Virtual Reality Applications with Pre-Service Teachers 与职前教师一起设计增强和虚拟现实应用
Kristina Bucher, Silke Grafe
Numerous Studies and new applications like Google Expeditions or Anatomy 4D point to a great potential of Augmented and Virtual Reality for its use for educational purposes. However, related research concerning technology integration in the classroom has shown that a valuable medium alone does not automatically lead to its successful use. It is therefore the aim of the paper to present an approach by which competencies of pre-service teachers for a successful and appropriate integration of Augmented and Virtual Reality-applications in the classroom are fostered - the own design of Augmented and Virtual Reality applications. We will begin with a short discussion of prominent findings and related work in regard to teaching and learning with and about Augmented and Virtual Reality in the first part before introducing the main goals and aspects of the presented pedagogical concept and the seminar in the second part of the paper. In the third part, two applications created in the seminar and qualitative data from an explorative study based on focus group interviews and participant observation will be presented. We close with a discussion of our findings and an outlook to future work.
许多研究和新的应用程序,如谷歌探险或解剖学4D指出增强现实和虚拟现实的巨大潜力,用于教育目的。然而,有关课堂技术整合的相关研究表明,仅仅有一种有价值的媒介并不会自动导致它的成功使用。因此,本文的目的是提出一种方法,通过这种方法,培养职前教师在课堂上成功和适当地整合增强现实和虚拟现实应用的能力——自己设计增强现实和虚拟现实应用。在介绍本文第二部分提出的教学概念和研讨会的主要目标和方面之前,我们将在第一部分中简要讨论关于增强现实和虚拟现实的教学和学习方面的突出发现和相关工作。在第三部分,将介绍研讨会中创建的两个应用程序以及基于焦点小组访谈和参与者观察的探索性研究的定性数据。最后,我们讨论了我们的研究结果和对未来工作的展望。
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引用次数: 2
Piloting Two Educational Games in Five European Countries: Teachers' Perceptions of Student Motivation and Classroom Engagement 在五个欧洲国家试行两种教育游戏:教师对学生动机和课堂参与的看法
Jennifer Tiede, Silke Grafe
The following article will present first results from a project that explored the application of two educational games in school classes. The project included 20 teachers from Italy, Portugal, Norway, Poland, and Greece. The learning games used in this pilot were Variant: Limits™, an educational mathematics game about calculus, and ARTé: Mecenas™, an educational art history game about the Italian Renaissance, both by Triseum™, an educational game studio based in the US. The scientific evaluation of the game-based learning pilot included focus groups and focused on aspects of application modes and effects on student motivation, classroom engagement, and learning outcomes. In the following, the focus group results for motivation and classroom engagement will be introduced, and first conclusions will be drawn regarding the respective effects on students as perceived by the teachers. The overall results show that both games were successful in stimulating motivation and classroom engagement with the students, even though the effects varied between the two games in certain regards and were discovered to depend on numerous factors in the context of interpersonal differences.
下面的文章将展示一个项目的初步结果,该项目探索了两种教育游戏在学校课堂中的应用。该项目包括来自意大利、葡萄牙、挪威、波兰和希腊的20名教师。在这个试点中使用的学习游戏是Variant: Limits™,一个关于微积分的教育数学游戏,和art: Mecenas™,一个关于意大利文艺复兴的教育艺术史游戏,都是由Triseum™,总部设在美国的教育游戏工作室。对基于游戏的学习试点的科学评估包括焦点小组,重点关注应用模式及其对学生动机、课堂参与和学习成果的影响。下面,将介绍焦点小组对动机和课堂参与的结果,并就教师所感知的对学生的各自影响得出第一个结论。总体结果表明,这两款游戏都成功地激发了学生的学习动机和课堂参与度,尽管这两款游戏的效果在某些方面有所不同,并且被发现取决于人际差异背景下的许多因素。
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引用次数: 1
Low-Frequency Stress Elicitation for VR Training VR训练的低频压力激发
Jean-Luc Lugrin, Henrik Dudaczy, Marc Erich Latoschik
Low-frequency sounds have been reported to elicit stress and discomfort under certain conditions. This is a very interesting effect for Virtual Reality (VR) training simulations focusing on skill acquisition and practice under stressful conditions, such as doctors, surgeons, firefighters, airline pilots, police officers, teachers or even teachers or university professors. Low-frequency sounds can be easily added to existing VR simulations to create more realistic stressful situations. However, they may have major health risks. The range, amplitude, and exposition duration to which low-frequency could be safely and efficiently used in VR are still unknown. With this paper, we aim to foster more research on the topic by providing a concise summary of previous work as well as suggesting a possible low-frequency condition suspected to safely increase stress
据报道,在某些情况下,低频声音会引起压力和不适。这对于专注于在压力条件下获得技能和练习的虚拟现实(VR)训练模拟来说是一个非常有趣的效果,例如医生、外科医生、消防员、飞行员、警察、教师甚至教师或大学教授。低频声音可以很容易地添加到现有的VR模拟中,以创造更真实的压力情境。然而,它们可能有重大的健康风险。低频在VR中安全有效使用的范围、幅度和持续时间仍是未知的。在本文中,我们旨在通过对以往工作的简要总结,以及提出一种可能的低频条件来安全地增加压力,从而促进对该主题的更多研究
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引用次数: 2
A Medical Serious Games Framework Hierarchy for Validity 医学严肃游戏的有效性框架层次
A. Mert, T. Nijboer, Bart Doyen, Henriëtte A. W. Meijer, M. Dankbaar
Meta-analyses or critical reviews in medical research concerning serious games focus on outcome measures like for example daily pain. They however do not take into account the effectiveness of the serious game in relation to the constructs used in the design of the game. This is a possible explanation why there is a vast heterogeneity in results of serious games research in the medical profession, but maybe also for the relatively poor results of serious games in health care. A comprehensive hierarchy for validity in serious games research in health care is proposed where concepts as content validity, concurrent validity and predictive validity are addressed. This can aid researchers in inclusion or exclusion of serious games articles in meta-analyses or critical reviews.
关于严肃游戏的医学研究的荟萃分析或批判性评论侧重于结果测量,如每日疼痛。然而,他们并没有考虑到严肃游戏的有效性与游戏设计中所使用的结构的关系。这可能解释了为什么严肃游戏在医学领域的研究结果存在巨大差异,但也可能解释了严肃游戏在医疗领域的研究结果相对较差。在医疗保健严肃游戏研究中,提出了一个全面的效度层次结构,其中包括内容效度、并发效度和预测效度等概念。这可以帮助研究人员在荟萃分析或评论中纳入或排除严肃游戏文章。
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引用次数: 4
[Copyright notice] (版权)
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引用次数: 0
[Title page] (标题页)
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引用次数: 0
Evaluating the Effects of Realistic Communication Disruptions in VR Training for Aerial Firefighting 评估空中消防虚拟现实训练中真实通信中断的影响
Rory M. S. Clifford, S. Hoermann, Nicolas Marcadet, Hamish Oliver, M. Billinghurst, R. Lindeman
Aerial firefighting takes place in stressful environments where decision making and communication are paramount, and skills need to be practiced and trained regularly. An experiment was performed to test the effects of disrupting the communications ability of the users on their stress levels in a noisy environment. The goal of this research is to investigate how realistic disruption of communication systems can be simulated in a virtual environment and to what extent they induce stress. We found that aerial firefighting experts maintained a better Heart Rate Variability (HRV) during disruptions than novices. Experts showed better ability to manage stress based on the change in HRV during the experiment. Our main finding is that communication disruptions in virtual reality (e.g., broken transmissions) significantly impacted the level of stress experienced by participants.
空中灭火发生在压力很大的环境中,决策和沟通至关重要,需要定期练习和培训技能。为了测试在嘈杂环境中干扰用户的通信能力对其压力水平的影响,进行了一项实验。本研究的目的是研究如何在虚拟环境中模拟通信系统的现实中断,以及它们在多大程度上引起压力。我们发现空中消防专家在中断期间比新手保持更好的心率变异性(HRV)。在实验过程中,专家们根据HRV的变化表现出更好的压力管理能力。我们的主要发现是,虚拟现实中的通信中断(例如,传输中断)显着影响了参与者所经历的压力水平。
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引用次数: 14
Recreating Virtual Environments from User Traffic Pattern 根据用户流量模式重建虚拟环境
Nick Murphy, Devan Patel, D. Savas, Derek Martin, Chao Mei, Rongkai Guo
Virtual and Augmented Reality applications need a detailed model of the surrounding environment as well as their own location within it to provide users with immersive, interactive experiences. However, current techniques to build such models are often time-consuming, and require manual correction as the area they represent changes and evolves. As the model of the environment is often completed before the application put into use, it is unable to benefit from new information detected by the location's tracking sensors. This paper proposes a solution that utilizes aggregate position data from an area to develop that space's walkable mesh model. Participant locations were measured from Bluetooth Low Energy beacons via mobile devices, and that data set was then grouped together and filtered to produce an estimation of the total environment in the form of a two dimensional navigation mesh. The experiments produced several meshes that conformed to the walkable pathways of distinct layouts in an academic building.
虚拟现实和增强现实应用程序需要周围环境的详细模型以及自己在其中的位置,以便为用户提供身临其境的交互式体验。然而,当前构建这样的模型的技术通常是耗时的,并且随着它们所代表的区域的变化和发展,需要人工校正。由于环境的模型往往是在应用投入使用之前完成的,因此无法从位置跟踪传感器检测到的新信息中获益。本文提出了一种利用一个区域的汇总位置数据来开发该空间的可行走网格模型的解决方案。参与者的位置是通过移动设备通过蓝牙低能信标测量的,然后这些数据集被分组并过滤,以二维导航网格的形式产生对整个环境的估计。实验产生了几个网格,这些网格符合学术建筑中不同布局的可步行路径。
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引用次数: 2
Enhancing Progressive Education through the Use of Serious Games 利用严肃游戏加强进步教育
Belma Ramic-Brkic
The increasing body of research is focused on developing tools and applications that aid the learning process of children with or without disabilities. However, learning by gaming is still not recognized by formal educational systems. The author believes that the application of this approach is particularly slow at the level of primary and secondary education in countries with low and middle income, such as Bosnia and Herzegovina. Integrating serious games into curricula in these contexts could significantly benefit the students, as well as the community in general. This work, therefore, promotes technology as one of the crucial educational and pedagogical components. It provides an overview of selected educational games created for pre-school and elementary school children with specific learning intentions revolving around alphabet, colours and elementary science. A pilot study was performed with neuro-typical and neuro-atypical children, and professionals working at an NGO ``EDUS - Education for All''. The findings show that both students and instructors have a positive attitude towards the game design and logic, and more importantly, towards the technology itself. In the end, we believe that the games presented in this paper can be valuable resources for teachers, as well as for children and parents.
越来越多的研究集中于开发工具和应用程序,以帮助残疾或非残疾儿童的学习过程。然而,通过游戏学习仍未得到正规教育系统的认可。作者认为,这种做法在波斯尼亚-黑塞哥维那等低收入和中等收入国家的初等和中等教育一级的应用特别缓慢。在这种情况下,将严肃游戏整合到课程中,对学生和整个社区都大有裨益。因此,这项工作促进了技术作为重要的教育和教学组成部分之一。它提供了为学龄前和小学儿童创造的教育游戏的概述,这些游戏围绕字母,颜色和基础科学进行特定的学习意图。一项试点研究在神经典型和神经非典型儿童以及非政府组织“EDUS -全民教育”的专业人员中进行。调查结果表明,学生和教师都对游戏设计和逻辑持积极态度,更重要的是,对技术本身持积极态度。最后,我们相信本文所呈现的游戏可以成为教师,儿童和家长的宝贵资源。
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引用次数: 5
Improving Context Understanding Using Avatar's Affective Expressions Reflecting Operator's Mental States 利用化身的情感表达来反映操作员的心理状态,从而提高对语境的理解
Y. Ohmoto, Seiji Takeda, T. Nishida
Serious games are useful for acquiring various skills, but virtual experiences are often not commensurate with the real world. We believe that appropriate feedback can help operators who control avatars in the virtual world deepen their understanding of the relationship between the avatar and other characters in the virtual world. The aim of this study is to assist the operator to understand the context of a virtual world by using the avatar's affective expressions to reflect the operator's mental state. We conducted an experiment to investigate whether the appropriate feedback from the avatar's affective expressions can enhance the operator's understanding of the context in the virtual world. In the experiment, we used two types of avatars: a ``feedback avatar'' that provided feedback reflected the operator's mental states and an ``expression avatar'' that randomly provided the same affective expressions. As a result, we suggest that the affective expressions of the ``feedback avatar'' that were matched to the participants' mental states may enhance the understanding of the context of the avatar's character in the virtual world.
严肃游戏有助于获得各种技能,但虚拟体验往往与现实世界不相称。我们认为,适当的反馈可以帮助控制虚拟世界中化身的操作员加深对虚拟世界中化身与其他角色之间关系的理解。本研究的目的是通过使用虚拟化身的情感表达来反映操作员的心理状态,以帮助操作员理解虚拟世界的背景。我们进行了一项实验,以调查来自虚拟化身情感表达的适当反馈是否可以增强操作员对虚拟世界中上下文的理解。在实验中,我们使用了两种类型的化身:一种是“反馈化身”,它提供的反馈反映了操作员的心理状态,另一种是“表情化身”,它随机提供相同的情感表达。因此,我们认为,与参与者的心理状态相匹配的“反馈化身”的情感表达可能会增强对虚拟世界中化身角色背景的理解。
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引用次数: 1
期刊
2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)
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