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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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A Model for Sensorimotor Affordances in Virtual Reality Environments 虚拟现实环境中感觉运动能力的模型
Uli Meyer, Susanne Draheim, K. Luck
Study results on virtual reality (VR) environment properties and their impact on presence have been contradictory. And due to the media specificity of VR, which includes place illusion, rules for environment design cannot directly be transferred from 3D computer games or stereoscopic film to VR. This study develops a model for VR environments based on Mel Slater's observation that place illusion in VR is caused by the use of sensorimotor contingencies (SMC). It defines properties of the environment which provide action possibilities for SMC as sensorimotor affordances (SMA). SMC and SMA form a bidirectional feedback loop of perception. This model helps to clarify former contradictory study results on VR environments, and also provides the basis for a framework of preceptual design rules for VR environments.
关于虚拟现实(VR)环境特性及其对存在感影响的研究结果一直是矛盾的。并且由于VR的媒介特殊性,包括场所幻觉,环境设计的规则不能直接从3D电脑游戏或立体电影中转移到VR中。基于Mel Slater的观察,本研究开发了一个VR环境模型,即VR中的位置错觉是由感觉运动偶然性(SMC)的使用引起的。它将为SMC提供动作可能性的环境属性定义为感觉运动能力(SMA)。SMC和SMA形成了一个双向的感知反馈回路。该模型有助于澄清以往关于VR环境的相互矛盾的研究结果,并为VR环境的概念性设计规则框架提供依据。
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引用次数: 4
Exploring Effects of Interactivity on Learning with Interactive Storytelling in Immersive Virtual Reality 沉浸式虚拟现实中互动式讲故事对学习的影响
Lei Zhang, D. Bowman, Caroline N. Jones
Immersive virtual reality (VR) holds great potential for learning, but it is unclear how VR experiences should be designed to maximize learning potential. In this study, we explored how the level of interactivity in an educational VR storytelling experience for immunology learning affects a user's learning gains. We created three versions of the VR experience with low (system automates as many actions as possible), medium (a combination of system automation and user-controlled actions), and high (as many user-controlled actions as possible) levels of interactivity. We hypothesized that too much or too little interactivity would result in smaller learning gains than a medium level of interactivity. Although data from pre and post-tests showed no significant difference in students' learning gains due to interactivity level, questionnaire and interview data suggest that interactivity in the experience significantly affects students' engagement in learning, attention, and focus on learning material. Participants also perceived that they could learn better and more effectively in a VR experience with a higher level of interactivity.
沉浸式虚拟现实(VR)具有巨大的学习潜力,但目前尚不清楚如何设计VR体验以最大限度地发挥学习潜力。在本研究中,我们探讨了用于免疫学学习的教育VR故事叙述体验中的交互性水平如何影响用户的学习收益。我们创造了三个版本的VR体验,即低交互性(系统自动执行尽可能多的操作),中等交互性(系统自动化和用户控制操作的结合)和高交互性(尽可能多的用户控制操作)。我们假设过多或过少的互动性会导致比中等水平的互动性更小的学习收益。虽然前测和后测数据显示互动性水平对学生的学习收益没有显著差异,但问卷调查和访谈数据表明,体验中的互动性显著影响学生的学习投入、注意力和对学习材料的关注。参与者还认为,在互动性更高的虚拟现实体验中,他们可以更好、更有效地学习。
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引用次数: 25
Hand-based interactions in Virtual Reality: No better feeling than the real thing! 虚拟现实中的手部交互:没有比真实的东西更好的感觉了!
D. Panzoli, Paco Royeres, Mathéo Fedou
Manipulating tools or crafting objects using one's bare hands is a recurring activity in many immersive training applications. Yet, high technical challenge and costly haptic hardware confine such tasks to surgery training and specialised simulators of the like, while more general immersive applications settle for less natural experiences using standard game controllers and/or relying on more abstract interactions. We designed a low-cost prototype were a physical object is used to provide a natural haptic feedback to a barehanded virtual manipulation task, hypothesising that nothing better than a real object would provide an accurate feeling of touch and control. With VR and AR high-end technologies now reaching out to broad audiences, we wondered if it was yet possible to design a compelling experience using only consumer market products and APIs. In this paper we demonstrate indeed that these technologies are mature enough to build a working prototype, but we failed to reach a level of quality suitable for more widespread usage.
在许多沉浸式培训应用程序中,徒手操作工具或制作对象是一种反复出现的活动。然而,高技术挑战和昂贵的触觉硬件将这类任务限制在手术训练和专门的模拟器上,而更一般的沉浸式应用则通过使用标准游戏控制器和/或依赖更抽象的交互来满足不那么自然的体验。我们设计了一个低成本的原型,一个物理物体被用来为一个徒手的虚拟操作任务提供自然的触觉反馈,假设没有什么比一个真实的物体更能提供准确的触觉和控制感。随着VR和AR高端技术现在接触到广泛的受众,我们想知道是否有可能仅使用消费市场产品和api来设计引人注目的体验。在本文中,我们确实证明了这些技术已经足够成熟,可以构建一个工作原型,但是我们没有达到适合更广泛使用的质量水平。
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引用次数: 6
Exploring EEG signals during the different phases of game-player interaction 探索游戏-玩家互动不同阶段的脑电图信号
M. Giannakos, K. Sharma, E. Niforatos
Games are nowadays used to enhance different learning and teaching practices in institutions, companies and other venues. Factors that increase the adoption and integration of learning games have been widely studied in the past. However, the effect of different backgrounds and designs on learners'/players' electroencephalographic (EEG) signals during game-play remains under-explored. These insights may enable us to design and utilize games in a way that adapts to users' cognitive abilities and facilitates learning. In this paper, we describe a controlled study consisted of 251 game sessions and 17 players that focused on skill development (i.e., user's ability to master complex tasks), while collecting EEG and game-play data. Our results unveiled factors that relate to the game-phases and learners'/players' expertise and affect their mental effort when playing a learning game. In particular, our analysis showed an effect of players background (experience and performance) and games design (number of attempts/lives and difficulty) on players mental effort during the game-play. Finally, we discussed how such effects could benefit the design and application of games for learning as well as, directions for future research.
如今,游戏在机构、公司和其他场所被用来加强不同的学习和教学实践。在过去,人们对提高学习游戏的采用和整合的因素进行了广泛的研究。然而,不同的背景和设计对学习者/玩家在游戏过程中的脑电图信号的影响仍未得到充分的研究。这些见解可以帮助我们以适应用户认知能力和促进学习的方式设计和利用游戏。在本文中,我们描述了一项由251个游戏回合和17名专注于技能发展(即用户掌握复杂任务的能力)的玩家组成的对照研究,同时收集了EEG和游戏玩法数据。我们的研究结果揭示了与游戏阶段和学习者/玩家的专业知识相关的因素,并影响他们在玩学习游戏时的心理努力。特别是,我们的分析显示了玩家背景(经验和表现)和游戏设计(尝试次数/生命数和难度)对玩家在游戏过程中的心理努力的影响。最后,我们讨论了这些影响如何有利于学习游戏的设计和应用,以及未来的研究方向。
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引用次数: 6
Cultural Mobile Games: Designing for ‘Many’ 文化手机游戏:面向“多人”设计
M. Vayanou, G. Loumos, A. Kargas, O. Sidiropoulou, K. Apostolopoulos, Ermis Ioannidis, G. Kakaletris, Y. Ioannidis
This paper explores the design of digitally mediated, gamified experiences in the environment of art exhibitions. We use the trajectories HCI framework for analysis and design, decomposing the overall experience in different levels. First, we develop a storytelling game that is meant to be experienced by ‘many’ visitors, leveraging a group gameplay that fosters social interactions between the group members. Second, the gamified experience unfolds in ‘many’ physical spaces, with multiple collections of artworks. We model alternative spatial layouts and discuss how these affect the evolving group experience. Finally, ‘many’ stands for repeat visits: inviting people in gamified cultural experiences over and over again, with potentially new groups and in different exhibitions, we examine the impact of prior game participation. Throughout the paper, we showcase how the use of trajectories enables us to clearly reflect and investigate all the aforementioned ‘manies’, in a combined, holistic way.
本文探讨了艺术展览环境中数字媒介、游戏化体验的设计。我们使用轨迹HCI框架进行分析和设计,将整体体验分解为不同的层次。首先,我们开发了一款故事游戏,旨在让“许多”访问者都能体验到,利用团队玩法促进团队成员之间的社交互动。其次,游戏化的体验在“许多”物理空间中展开,包含多个艺术品收藏。我们模拟了不同的空间布局,并讨论了这些布局如何影响不断变化的群体体验。最后,“许多”代表重复访问:一次又一次地邀请人们参与游戏化的文化体验,与潜在的新群体和不同的展览,我们检查先前游戏参与的影响。在整篇论文中,我们展示了轨迹的使用如何使我们能够以一种综合的、整体的方式清楚地反映和调查所有上述的“许多”。
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引用次数: 5
Design Challenges for Social Interactions at Factory Floor 车间社交互动的设计挑战
Milla Immonen, Paula Alavesa, Vasiliki Mylonopoulou
Industry 4.0, describes the transition of labor into more digitized and automated era. This transition makes it possible to develop a plethora of solutions for factory floor spanning from purely utilitarian to gamification. In this paper we present the initial step in recognizing the design challenges for a project developing social gamified eHealth applications to the factory floor.
工业4.0,描述了劳动力向更加数字化和自动化的时代的过渡。这种转变使得为工厂车间开发从纯粹功利到游戏化的大量解决方案成为可能。在本文中,我们提出了认识到在工厂车间开发社交游戏化电子健康应用程序项目的设计挑战的第一步。
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引用次数: 0
The Development and Evaluation of the Storyline Scaffolding Tool 故事线脚手架工具的开发与评价
Chris Ferguson, H. Oostendorp, E. V. D. Broek
In modern day game development, story is seen as an essential component in a game. However, in many games, gameplay and story are worked on separately, by different teams and separated in time, which can lead to a mismatch between the two. To solve this problem, particularly in the context of educational games, we provide a novel solution that involves establishing of the game story and gameplay simultaneously, and physically linking the two together to see to what extent story information is present in the actual gameplay. A Storyline Scaffolding Tool (SST) is developed to make this possible. Subsequently, the SST's use was assessed, which focused on the effectiveness and usability of this tool. Participants found the tool both useful and usable and it was found that planned story content did not fully match the actual gameplay in an example game, identifying a need for such a tool.
在现代游戏开发中,故事被视为游戏的重要组成部分。然而,在许多游戏中,玩法和故事是由不同的团队分开制作的,并且在时间上是分开的,这可能会导致两者之间的不匹配。为了解决这个问题,特别是在教育游戏的背景下,我们提供了一个新颖的解决方案,包括同时建立游戏故事和游戏玩法,并将两者联系在一起,看看故事信息在多大程度上呈现在实际的游戏玩法中。开发了一个故事线脚手架工具(SST)来实现这一目标。随后,对SST的使用进行了评估,重点是该工具的有效性和可用性。参与者发现该工具既有用又可用,并且发现计划的故事内容与示例游戏中的实际玩法并不完全匹配,从而确定了对此类工具的需求。
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引用次数: 1
The Golden Bullet: A Comparative Study for Target Acquisition, Pointing and Shooting 黄金子弹:目标获取、瞄准和射击的比较研究
Katharina Anna Maria Heydn, M. Dietrich, M. Barkowsky, G. Winterfeldt, S. Mammen, A. Nüchter
In this study, we evaluate an interaction sequence performed by six modalities consisting of desktop-based (DB) and virtual reality (VR) environments using different input devices. For the given study, we implemented a vertical prototype of a first person shooter (FPS) game scenario, focusing on the genre-defining point-and-shoot mechanic. We introduce measures to evaluate the success of the according interaction sequence (times for target acquisition, pointing, shooting, overall net time, and number of shots) and conduct experiments to record and compare the users' performances. We show that interacting using head-tracking for landscape-rotation is performing similarly to the input of a screen-centered mouse and also yielded shortest times in target acquisition and pointing. Although using head-tracking for target acquisition and pointing was most efficient, subjects rated the modality using head-tracking for target acquisition and a 3DOF Controller for pointing best. Eye-tracking (ET) yields promising results, but calibration issues need to be resolved to enhance reliability and overall user experience.
在这项研究中,我们评估了由六种模式组成的交互序列,包括基于桌面(DB)和虚拟现实(VR)环境,使用不同的输入设备。在本研究中,我们执行了第一人称射击(FPS)游戏场景的垂直原型,专注于类型定义的瞄准射击机制。我们引入了衡量相应交互序列(目标获取次数、指向次数、射击次数、总净时间和射击次数)成功与否的指标,并进行了实验来记录和比较用户的表现。我们表明,使用头部跟踪进行景观旋转的交互与以屏幕为中心的鼠标输入类似,并且在目标获取和指向方面也产生了最短的时间。虽然使用头部跟踪来获取目标和指向目标是最有效的,但受试者认为使用头部跟踪来获取目标和使用3DOF控制器来指向目标的方式是最好的。眼动追踪(ET)产生了有希望的结果,但需要解决校准问题,以提高可靠性和整体用户体验。
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引用次数: 6
The Usability of the Microsoft HoloLens for an Augmented Reality Game to Teach Elementary School Children 微软HoloLens在小学生增强现实游戏中的可用性
Brita Munsinger, Gregory White, J. Quarles
Our objective in this research is to compare the usability of three distinct head gaze-based selection methods in an Augmented Reality (AR) hidden object game for children: voice recognition, gesture, and physical button (clicker). Prior work on AR applications in STEM education has focused on how it compares with non-AR methods rather than how children respond to different interaction modalities. We investigated the differences between voice, gesture, and clicker based interaction methods based on the metrics of input errors produced and elapsed time to complete the tutorial and game. We found significant differences in input errors between the voice and gesture conditions, and in elapsed tutorial time between the voice and clicker conditions. We hope to apply the results of our study to improve the interface for AR educational games aimed at children, which could pave the way for greater adoption of AR games in schools.
本研究的目的是比较儿童增强现实(AR)隐藏对象游戏中三种不同的基于头部注视的选择方法的可用性:语音识别、手势和物理按钮(点击器)。先前关于AR在STEM教育中的应用的研究主要集中在如何将其与非AR方法进行比较,而不是儿童如何对不同的互动方式做出反应。我们根据输入错误产生的指标和完成教程和游戏所花费的时间调查了基于语音、手势和点击器的交互方法之间的差异。我们发现语音和手势条件下的输入错误有显著差异,语音和点击条件下的教程时间也有显著差异。我们希望将我们的研究结果应用于改进针对儿童的AR教育游戏的界面,这可以为AR游戏在学校的广泛采用铺平道路。
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引用次数: 13
Comparison of Trajectories and Quaternions of Folk Dance Movements Using Dynamic Time Warping 动态时间扭曲的民间舞运动轨迹与四元数比较
Iris Kico, F. Liarokapis
Analysis and comparison of human motion are very important for games and virtual reality. In the case of dances, teacher's or professional performance is considered as the ground truth. To provide feedback to the learner, learner's movements are compared to the teacher's movements. Recording human motion using optical motion capture system is often considered as gold standard. In this paper, the problem of getting ground truth data has been analyzed. Professional dancers, male and female, were recorded performing folk dances, alone and with a partner using an optical motion capture system. Two cases for dancing in pair, one person was wearing the suit with passive markers, and both were wearing suits. Three-dimensional marker trajectories and quaternions were compared using dynamic time warping and multidimensional dynamic time warping. Initial results show that dances performed in pair are the most similar and could be used in the applications for learning purposes.
人体运动的分析和比较对于游戏和虚拟现实都是非常重要的。就舞蹈而言,教师或专业人员的表演被视为基本事实。为了向学习者提供反馈,将学习者的动作与教师的动作进行比较。使用光学动作捕捉系统记录人体运动通常被认为是金标准。本文分析了地面真值数据的获取问题。使用光学动作捕捉系统,记录了专业舞者(男性和女性)独自或与伴侣一起表演民间舞蹈。两组跳舞,一个人穿着有被动标记的衣服,两个人都穿着西装。利用动态时间翘曲和多维动态时间翘曲对三维标记轨迹和四元数进行了比较。初步结果表明,成对表演的舞蹈是最相似的,可以用于学习目的的应用程序。
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引用次数: 4
期刊
2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)
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