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2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)最新文献

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The Role of Serious Gaming using Virtual Reality Applications for 3D Architectural Visualization 使用虚拟现实应用程序的严肃游戏在3D建筑可视化中的作用
F. Kharvari, W. Höhl
This paper investigates the advantage of VR technology in architectural education. Different studies showed that VR increases the engagement and motivation of students by creating an interactive environment and provides deeper learning. On the other hand, Precedents in architecture are the first and the most important step toward architectural education. One needs to study these precedents and store them in the experiential/episodic memory. Visiting precedents is more beneficial than conventional ways of studying them such as hand sketching but it is costly and not available to all students. Therefore, we believe that the VR technology can take the place of visiting precedents since it resembles the precedents exactly and offers a better, cheaper and easier way for accumulating highly specific architectural knowledge than a local visit due to providing architectural interactivity. We tested our hypothesis by using Therme Vals and an HTC Vive headset among architecture students. This paper shows that VR is an advantage in architectural education because it offers cheap and easy solutions for studying precedents. Also, it motivates the students and leads to deeper learning because of the interactivity that it offers. The students were able to recognize a complex plan clearly and remember the spatial configuration.
本文探讨了虚拟现实技术在建筑教育中的优势。不同的研究表明,虚拟现实通过创造互动环境和提供更深入的学习,提高了学生的参与度和积极性。另一方面,建筑先例是建筑教育的第一步,也是最重要的一步。人们需要研究这些先例,并将它们储存在经验/情景记忆中。参观先例比传统的学习方法(如手绘)更有益,但这种方法成本高昂,而且并非所有学生都能使用。因此,我们认为VR技术可以代替参观先例,因为它与先例完全相似,并且由于提供建筑交互性,因此提供了比当地参观更好,更便宜,更容易的方式来积累高度具体的建筑知识。我们在建筑系学生中使用Therme Vals和HTC Vive耳机来测试我们的假设。本文表明,VR在建筑教育中具有优势,因为它为学习先例提供了廉价和简单的解决方案。此外,它还能激励学生,因为它提供了互动性,从而导致更深入的学习。学生们能够清楚地识别一个复杂的平面,并记住空间结构。
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引用次数: 13
Game-Based Learning - Developing a Business Game for Interactive Architectural Visualization 基于游戏的学习——为交互式建筑可视化开发商业游戏
W. Höhl
We explored how game-based learning including open forms of teaching can improve teamwork, social skills and collaboration of inhomogeneous student groups. As open forms of teaching we used blended learning, open space technology (OST) and selected elements of gamification. Game-based learning approaches posit that learners who interact with educational materials with playful and dynamic tasks will learn better. To better understand improvement of teamwork, social skills and collaboration a specific business game with a defined amount of play tokens is introduced. Within this business game all participants (n = 22) will have to form interdisciplinary project teams to manage a professional 3D-visualization task. In three subsequent project stages (concept, development and implementation) all projects are continually evaluated and the teams are appropriately rewarded with play tokens. With these play tokens every team can purchase missing know-how or hire additional workforce. The final visualization project is evaluated by specific design criteria (qualitative) and by the remaining amount of play tokens (quantitative). The concept of a business game was a visible success. Open forms of teaching, such as blended learning and open space technology promote the active acquisition of basic knowledge, technical understanding and at least increase transfer competence. A continuous and transparent evaluation makes the individual learning progress directly tangible. Students who took part in the business game reported more enjoyment in learning the 3D visualization pipeline than students from the years before. The business game induced greater interest to the students in acquiring new content more easily and quickly than in the other courses. Also their high degree of personal responsibility led to outstanding new ideas and their own initiatives.
我们探索了包括开放式教学形式在内的基于游戏的学习如何提高团队合作、社交技能和非同质学生群体的合作。作为开放的教学形式,我们使用混合学习、开放空间技术(OST)和游戏化的选定元素。基于游戏的学习方法认为,学习者通过有趣和动态的任务与教育材料互动,可以学得更好。为了更好地理解团队合作、社交技能和协作的改进,我们引入了一个特定的商业游戏,该游戏具有一定数量的游戏令牌。在这个商业游戏中,所有参与者(n = 22)必须组成跨学科的项目团队来管理一个专业的3d可视化任务。在随后的三个项目阶段(概念、开发和实施)中,所有项目都将被持续评估,团队将获得适当的游戏代币奖励。有了这些游戏代币,每个团队都可以购买缺失的技术或雇佣额外的员工。最终的可视化项目是通过特定的设计标准(定性)和剩余的游戏代币数量(定量)来评估的。商业游戏的概念取得了明显的成功。开放式教学形式,如混合学习和开放空间技术,促进了基础知识的主动获取,技术理解,至少增加了迁移能力。持续和透明的评估使个人的学习进步直接可见。参与商业游戏的学生比前几年的学生更喜欢学习3D可视化管道。与其他课程相比,商业游戏更容易、更快速地激发了学生获取新内容的兴趣。此外,他们高度的个人责任感导致了出色的新想法和他们自己的主动性。
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引用次数: 3
Empathy & Information: Ingredients for a Children's Game on Diabetes 同理心和信息:儿童糖尿病游戏的成分
Jan Burkholz, S. Mammen
Type 1 diabetes patients have to control their blood insulin throughout their lives. Mastering this process increases one's quality of life as well as one's life expectancy. Since the 1990s, video games have been successfully informing diabetic children about the impacts of dietary habits or providing assistance by logging, visualising and rewarding a balanced insulin level. In the long list of diabetes-related games, some design choices frequently re-occur: (1) The player's identification with the game's protagonist whose metabolism needs to be balanced, (2) the aforementioned log-and-reward mechanism that rewards the player's own compliance with insulin medication and proper diet with game-related bonuses, and (3) a focus on the biochemical basics of the disease. We have investigated numerous game titles and several reviews on diabetes-related games, but could not identify a single game that incorporated all three core mechanics. For this reason, we propose a game design concept that merges these mechanics but, despite these interwoven goals, remains accessible for kids.
1型糖尿病患者必须终生控制他们的血液胰岛素。掌握这个过程可以提高一个人的生活质量和预期寿命。自20世纪90年代以来,电子游戏已经成功地让糖尿病儿童了解饮食习惯的影响,或者通过记录、可视化和奖励平衡的胰岛素水平来提供帮助。在众多与糖尿病相关的游戏中,有些设计选择经常重复出现:(1)玩家对游戏主角的认同,他的新陈代谢需要得到平衡;(2)前面提到的日志和奖励机制,通过游戏相关奖励奖励玩家遵守胰岛素治疗和适当饮食;(3)关注疾病的生化基础。我们调查了许多与糖尿病相关的游戏和评论,但没有发现一款游戏结合了这三种核心机制。出于这个原因,我们提出了一个融合这些机制的游戏设计概念,尽管这些目标相互交织,但仍然适合儿童使用。
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引用次数: 0
Fancy Fruits - An Augmented Reality Application for Special Needs Education 奇特的水果-特殊需要教育的增强现实应用
Sophia C. Steinhaeusser, Anna Riedmann, Max Haller, S. Oberdörfer, Kristina Bucher, Marc Erich Latoschik
Augmented Reality (AR) allows for a connection between real and virtual worlds, thus providing a high potential for Special Needs Education (SNE). We developed an educational application called Fancy Fruits to teach disabled children the components of regional fruits and vegetables. The app includes marker-based AR elements connecting the real situation with virtual information. To evaluate the application, a field study was conducted. Eleven children with mental disabilities took part in the study. The results show a high enjoyment of the participants. The study also validated the app's child-friendly design.
增强现实(AR)允许真实世界和虚拟世界之间的连接,从而为特殊需要教育(SNE)提供了巨大的潜力。我们开发了一款名为“花式水果”的教育应用程序,向残疾儿童教授当地水果和蔬菜的成分。该应用程序包括基于标记的AR元素,将真实情况与虚拟信息连接起来。为了评价其应用,进行了实地研究。11名患有精神障碍的儿童参加了这项研究。结果显示了参与者的高度享受。该研究还验证了该应用程序对儿童友好的设计。
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引用次数: 9
Exploring Game Design for the Financial Education of Millenials 探索千禧一代金融教育的游戏设计
G. Hoffmann, Lars Matysiak
The vast majority of Germans are reluctant to invest parts of their savings in the capital market, even though this is generally considered best practice for financial and retirement planning. Market research shows that lacking knowledge and motivation are key reasons for this behavior. In this research project, we evaluate game design and game mechanics as a means to educating and motivating particularly the younger generations to follow widely accepted general financial planning advice. Our paper presents an overview of the research we conducted and discusses a prototype we built, playtested, and currently evaluate for field deployment.
绝大多数德国人不愿将部分储蓄投资于资本市场,尽管这通常被认为是财务和退休计划的最佳做法。市场研究表明,缺乏知识和动力是造成这种行为的主要原因。在这个研究项目中,我们评估了游戏设计和游戏机制作为教育和激励特别是年轻一代遵循广泛接受的一般财务规划建议的手段。我们的论文概述了我们所进行的研究,并讨论了我们所创建、测试和评估的原型。
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引用次数: 3
Summer School Program 暑期学校项目
09:00 10:00 Crop genetic diversity, Domestication and Traditional Varieties (Chapters 1,2, Chap. 3 part I) T. Hodgkin/ D. Jarvis/M. Turdieva (Bioversity) Introduction to traditional varieties (pp. 1-11) The origins of Agriculture and Crops (pp. 13-28) Centres of Crop diversity and Centres of Origin (pp. 28-33) Nature, Biodiversity and Genetic Resources (pp. 35-40) 10:00 – 13:00 Diversity and Its Evolution in Crop Populations (Chapter 4) The Nature of Diversity (pp. 64-66) Crops, Varieties, and Populations (pp. 67-70) Population Genetic Structure (pp. 71-77) 11:00 11:15 Coffee break Evolution in Crop Varieties and Populations (pp. 78-84) Reproductive Biology (pp. 84-89) Crops and Crop Varieties in Production Systems (pp. 91-92) 13:00 14:00 LUNCH BREAK 14:00-17:00 Measuring Diversity in Crops (Chapter 5)
[09:00]作物遗传多样性、驯化与传统品种(第1、2、3章,第1部分)传统品种导论(第1-11页)农业和作物的起源(第13-28页)作物多样性中心和起源中心(第28-33页)自然、生物多样性和遗传资源(第35-40页)10:00 - 13:00多样性及其在作物群体中的进化(第4章)多样性的本质(第64-66页)作物、品种、咖啡休息时间作物品种和种群的进化(第78-84页)生殖生物学(第84-89页)生产系统中的作物和作物品种(第91-92页)13:00 14:00午休时间14:00-17:00测量作物多样性(第5章)
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引用次数: 0
Engineering a Showcase of Virtual Reality Exposure Therapy 工程展示虚拟现实暴露疗法
Andreas Müller, Samuel Truman, S. Mammen, K. Brukamp
Numerous research studies and controlled trials have unveiled the potential of serious games in various health-related areas [1]. Their range of application can be even further extended by the use of virtual reality (VR) technology, which allows the realistic representation of interactive contents. Virtual Reality Exposure Therapy (VRET) is a very promising novel use case for the development of serious games. Held in a virtual environment (VE) adaptive to the needs of the patient, this form of therapy can outperform traditional realworld measures [2], [3]. One of its major success factors is the engagement of the patient, which can be increased by an immersive gaming experience. We show a demonstrator of VRET application for a fire-related post-traumatic stress disorder (PTSD). In this demonstrator, features to support actively guided VR experiences are improved on, focusing on the interactive adaptivity of the VE.
大量研究和对照试验揭示了严肃游戏在各种健康相关领域的潜力[1]。它们的应用范围甚至可以通过使用虚拟现实(VR)技术进一步扩展,该技术允许真实地表示交互式内容。虚拟现实暴露疗法(VRET)是开发严肃游戏的一个非常有前途的新用例。在适应患者需求的虚拟环境(VE)中进行,这种形式的治疗可以优于传统的现实世界措施[2],[3]。它的主要成功因素之一是患者的参与度,这可以通过沉浸式游戏体验来提高。我们展示了一个VRET应用于火灾相关创伤后应激障碍(PTSD)的演示。在这个演示中,改进了支持主动引导的VR体验的功能,重点是VE的交互式适应性。
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引用次数: 2
Choreographic Pose Identification using Convolutional Neural Networks 基于卷积神经网络的舞蹈姿势识别
N. Bakalos, I. Rallis, N. Doulamis, A. Doulamis, Eftychios E. Protopapadakis, A. Voulodimos
In this paper we present a deep learning scheme for classification of dance postures using Kinect II RGB data and Convolutional Neural Networks (CNN). This is achieved through the analysis of a data-set that includes three traditional Greek dances, where each dance was performed by 3 different dancers. The obtained data were processed and analyzed using a deep convolutional neural network, in order to identify the primitive postures that comprise the choreography. To enhance the classification performance, a background subtraction framework was utilized, while the CNN architecture was adapted to simulate a moving average behavior. The overall system can be used as an AI module for assessing the performance of users in a serious game for learning traditional dance choreographies
在本文中,我们提出了一种使用Kinect II RGB数据和卷积神经网络(CNN)进行舞蹈姿势分类的深度学习方案。这是通过分析一个数据集来实现的,其中包括三个传统的希腊舞蹈,每个舞蹈由三个不同的舞者表演。获得的数据使用深度卷积神经网络进行处理和分析,以识别组成舞蹈的原始姿势。为了提高分类性能,使用了背景减法框架,同时采用CNN架构来模拟移动平均行为。整个系统可以作为AI模块,用于评估用户在学习传统舞蹈编排的严肃游戏中的表现
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引用次数: 9
Social-aware navigation in crowds with static and dynamic groups 具有静态和动态群体的人群中的社会意识导航
Fangkai Yang, Christopher E. Peters
Serious games with virtual characters heavily depend on character properties related to social interactions and awareness. This paper presents social-aware navigation for crowds in serious games. It enables a virtual character to join a group or navigate to a goal position through a crowd with static and dynamic group formations in a safe and socially acceptable way. The social-aware space is modeled in order to produce a speed map used by a fast marching method to find the fastest path to the goal position. We evaluate the method on a simulated scenario and public crowd datasets. Initial results show that social-aware navigation is capable of driving a virtual character to join a group or navigate to the goal in a realistic way while considering social norms and interactions.
带有虚拟角色的严肃游戏很大程度上依赖于与社交互动和意识相关的角色属性。本文提出了一种面向严肃游戏群体的社交意识导航方法。它使虚拟角色能够以安全和社会可接受的方式加入一个群体或通过静态和动态群体形成的人群导航到目标位置。对社会意识空间进行建模,以生成一个速度图,使用快速行进方法找到到达目标位置的最快路径。我们在模拟场景和公共人群数据集上评估了该方法。初步结果表明,社交意识导航能够驱动虚拟角色加入一个群体,或者在考虑社会规范和互动的情况下,以一种现实的方式导航到目标。
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引用次数: 13
[Title page] (标题页)
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引用次数: 0
期刊
2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)
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