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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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Context Defined Aspects of Gamification for Factory Floor 情境定义的工厂车间游戏化方面
Paula Alavesa, Ilmo Laitalainen, Milla Immonen
Modern extensively digitized factories can provide workers interfaces for gamification. The current literature highlights the importance of understanding the context before implementing gamification solution, while there are currently only few such solutions provided for the factory floor. In this study we aim at closing this gap by defining the context defined aspects for gamification at factory floor. We conducted a thorough mapping of current literature proceeded by a qualitative interview study with eight workers and their supervising manager at a manufacturing facility.
现代广泛数字化的工厂可以为工人提供游戏化的界面。目前的文献强调了在实施游戏化解决方案之前理解环境的重要性,而目前只有很少的解决方案提供给工厂车间。在本研究中,我们旨在通过定义工厂车间游戏化的背景定义方面来缩小这一差距。我们通过对一家制造工厂的八名工人和他们的主管经理进行定性访谈研究,对当前文献进行了全面的绘制。
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引用次数: 2
Principles underlying the design of a cognitive training game as a research framework 作为研究框架的认知训练游戏设计原则
Emmanuel Schmück, Rory Flemming, Paul Schrater, Pedro Cardoso-Leite
Action video games have great potential as cognitive training instruments for their data collection efficiency over standard testing, their natural motive power, and as they have demonstrated benefits for broad aspects of cognition. However, commercial video games do not allow researchers full control over games' unique features and parameters while presently available scientific games violate key criteria, generally lack appeal, and do not collect enough data for principled exploration of the game design space. To capitalize on the benefits of action video games and facilitate a systematic, scientific exploration of video games and cognition, we propose the Cognitive Training Game Framework (CTGF). The CTGF addresses criteria that we believe are important for gamifying an experimental environment, such as modularity, accessibility, adaptivity, and variety. By offering the potential to collect large data sets and to systematically explore scientific hypotheses in a controlled environment, the resulting framework will make significant contributions to cognitive training research.
动作电子游戏作为认知训练工具具有巨大的潜力,因为它们的数据收集效率高于标准测试,具有天然的动力,并且已经证明它们对认知的广泛方面有好处。然而,商业电子游戏不允许研究人员完全控制游戏的独特功能和参数,而目前可用的科学游戏违反了关键标准,通常缺乏吸引力,并且没有收集足够的数据来对游戏设计空间进行原则性探索。为了充分利用动作视频游戏的优势,促进对视频游戏和认知的系统、科学探索,我们提出了认知训练游戏框架(CTGF)。CTGF解决了我们认为对游戏化实验环境很重要的标准,如模块化、可访问性、适应性和多样性。通过提供收集大型数据集和在受控环境中系统地探索科学假设的潜力,由此产生的框架将为认知训练研究做出重大贡献。
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引用次数: 2
Web Tool for Creating Educational/Therapeutic Programmes 创建教育/治疗方案的网络工具
Belma Ramic-Brkic, Alican Balik, Suncica Hadzidedic, Nirvana Pistoljevic
Research has shown technology fosters learning environments that stimulate improved academic performance, learners' satisfaction and completion rates. For this reason, an increasing number of researchers focus on the development of tools and applications that support the learning process of children. The tool presented here is a web application for educators, therapists, parents, and children with and without disabilities. The core concept of this tool is aiding professionals in creating relevant educational content and motivating children by presenting learning materials and tasks in a modern, relevant and motivating way. A pilot study was performed with five professionals, daily delivering instruction to children, mostly diagnosed with Autism Spectrum Disorder, at an NGO in Bosnia and Herzegovina. The study findings show a general positive attitude towards the use of the web tool in the classroom and its functionalities for creating teaching material.
研究表明,科技营造的学习环境能够提高学习成绩,提高学习者的满意度和完成率。由于这个原因,越来越多的研究人员专注于开发支持儿童学习过程的工具和应用程序。这里展示的工具是一个面向教育工作者、治疗师、父母和残疾儿童的web应用程序。该工具的核心概念是帮助专业人员创建相关的教育内容,并通过以现代,相关和激励的方式呈现学习材料和任务来激励儿童。在波斯尼亚和黑塞哥维那的一个非政府组织中,有五名专业人员进行了一项试点研究,他们每天向儿童提供指导,这些儿童大多被诊断为自闭症谱系障碍。研究结果显示,在课堂上使用网络工具及其创建教材的功能普遍持积极态度。
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引用次数: 0
Virtual Reality Ear Training System: A study on Spatialised Audio in Interval Recognition 虚拟现实听觉训练系统:间隔识别中空间化音频的研究
Connor Fletcher, Vedad Hulusic, Panos Amelidis
Ear training is a vital element in music education, analogous to taking dictation in written language. It provides musicians with a crucial skill used to identify pitches, melodies, chords and rhythms. Traditionally, the training is conducted by a tutor using a musical instrument, typically a piano. However, with new technologies emerging, several computer applications to facilitate this aspect of music education have been developed. Nevertheless, none of them utilised the VR technology, that proved to be successful in various scenarios, including educational systems, simulations, etc. In this work, we designed and developed a virtual reality ear training system for interval recognition and investigated its usability and user experience and the effect of spatialised audio in a 3D virtual environment on user performance. The results showed that the system has been successfully designed and provides users with a great experience when using it.
听力训练是音乐教育的重要组成部分,类似于书面语言的口授。它为音乐家提供了识别音高、旋律、和弦和节奏的关键技能。传统上,培训是由导师使用乐器进行的,通常是钢琴。然而,随着新技术的出现,一些计算机应用程序已经开发出来,以促进这方面的音乐教育。然而,他们都没有使用VR技术,这在各种场景中被证明是成功的,包括教育系统,模拟等。在这项工作中,我们设计并开发了一个用于区间识别的虚拟现实耳朵训练系统,并研究了它的可用性和用户体验,以及3D虚拟环境中空间化音频对用户性能的影响。结果表明,该系统设计成功,为用户提供了良好的使用体验。
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引用次数: 7
Towards Virtual Agents for Supporting Appropriate Small Group Behaviors in Educational Contexts 在教育环境中支持适当小组行为的虚拟代理
S. Zojaji, Christopher E. Peters
Verbal and non-verbal behaviors that we use in order to effectively communicate with other people are vital for our success in our daily lives. Despite the importance of social skills, creating standardized methods for training them and supporting their training is challenging. Information and Communications Technology (ICT) may have a good potential to support social and emotional learning (SEL) through virtual social demonstration games. This paper presents initial work involving the design of a pedagogical scenario to facilitate teaching of socially appropriate and inappropriate behaviors when entering and standing in a small group of people, a common occurrence in collaborative social situations. This is achieved through the use of virtual characters and, initially, virtual reality (VR) environments for supporting situated learning in multiple contexts. We describe work done thus far on the demonstrator scenario and anticipated potentials, pitfalls and challenges involved in the approach.
我们为了有效地与他人沟通而使用的语言和非语言行为对我们在日常生活中的成功至关重要。尽管社交技能很重要,但制定标准化的方法来培训和支持他们的培训是具有挑战性的。信息和通信技术(ICT)可能有很好的潜力,支持社会和情感学习(SEL)通过虚拟社会示范游戏。本文介绍了初步的工作,包括设计一个教学场景,以促进在进入和站在一小群人中时的社会适当和不适当行为的教学,这是在协作社会情境中常见的现象。这是通过使用虚拟角色和最初的虚拟现实(VR)环境来支持多种情境下的情境学习来实现的。我们描述了到目前为止所做的关于演示方案的工作,以及该方法所涉及的预期潜力、陷阱和挑战。
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引用次数: 1
Comparison of a Gamified and Non-Gamified Virtual Reality Training Assembly Task 游戏化与非游戏化虚拟现实训练装配任务的比较
Fabrizio Palmas, David Labode, D. A. Plecher, G. Klinker
By using simulations in virtual reality (VR), people have the chance to train without supervision in a safe and controlled environment. VR simulation training allows users to gain new skills and apply them to real-life situations. However, the learning curve of this technology from a novice level could influence the expected learning results of a training session. A training approach based on the combination of VR and gamification could speed up this overall learning process and not just for a novice. In this paper we evaluate how gamification in a VR training session can improve the efficiency of the training and the accuracy of the task execution in a real-world practical test. In the training scenario of this study, 50 randomly assigned participants were divided into two groups. The groups were assigned to a gamified and a non-gamified version of the same VR training and were then guided through a step-by-step tutorial outlining how to solve an assembly task. Performance differences were evaluated based on time taken and specific errors made during the training session. The results of this study show, in general, that beneficial effects can be attributed to the use of gamification in the conducted VR training simulation, particularly for the VR novice participants.
通过虚拟现实(VR)中的模拟,人们有机会在没有监督的情况下在安全可控的环境中进行训练。虚拟现实模拟培训可以让用户获得新的技能,并将其应用到现实生活中。然而,这项技术从新手水平的学习曲线可能会影响培训课程的预期学习结果。基于VR和游戏化相结合的训练方法可以加速整个学习过程,而不仅仅是新手。在本文中,我们评估了VR训练课程中的游戏化如何在现实世界的实际测试中提高训练效率和任务执行的准确性。在本研究的训练场景中,50名随机分配的参与者分为两组。这些小组被分配到同一个VR培训的游戏化和非游戏化版本,然后通过一步一步的教程指导如何解决组装任务。性能差异是根据训练期间所花费的时间和所犯的具体错误来评估的。本研究的结果表明,总的来说,在进行的VR训练模拟中使用游戏化可以产生有益的效果,特别是对于VR新手参与者。
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引用次数: 19
Development of a Directed Teleport Function for Immersive Training in Virtual Reality 面向虚拟现实沉浸式训练的定向传送功能的开发
Polona Caserman, Hongtao Zhang, Jonas Zinnäcker, S. Göbel
Recent advances in Virtual Reality (VR) technology have contributed to the development of immersive applications for training and simulation. VR serious games can be utilized to support and supplement traditional training. In VR-based training environments, the player can make mistakes without serious consequences to gather experiences which help them to make better decisions in the future. However, it is difficult to guide the player's attention throughout the VR game, since the player has the freedom to look anywhere anytime. Thus, many game designers create linear and restrictive experiences. In this paper, we develop a dynamic story and guide the player's attention to the specific game elements. To this end, we propose a novel directed teleport function to show points of interest to the player. We evaluate the effect of the proposed function by conducting a user study among two groups of 20 participants: one group can use only the common teleport function, whereas the other group can additionally use the directed teleport function. The results of our study indicate that the directed teleport function is very effective, has a positive effect on the orientation, and is very easy to use. In particular, the directed teleport function not only helps the player to navigate through the virtual world but also reveals Interesting points.
虚拟现实(VR)技术的最新进展促进了沉浸式培训和模拟应用的发展。可以利用VR严肃游戏来支持和补充传统的培训。在基于vr的训练环境中,玩家可以在没有严重后果的情况下犯错误,从而收集经验,帮助他们在未来做出更好的决定。然而,在整个VR游戏中很难引导玩家的注意力,因为玩家可以随时随地自由地观看。因此,许多游戏设计师创造了线性和限制性的体验。在本文中,我们开发了一个动态故事,并将玩家的注意力引导到特定的游戏元素上。为此,我们提出了一种新颖的定向传送功能,向玩家显示兴趣点。我们通过在两组20名参与者中进行用户研究来评估所提出功能的效果:一组只能使用普通的心灵传送功能,而另一组可以额外使用定向心灵传送功能。研究结果表明,定向心灵传送功能是非常有效的,对方向有积极的影响,并且非常易于使用。特别是,定向传送功能不仅可以帮助玩家在虚拟世界中导航,还可以揭示有趣的点。
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引用次数: 2
We Make Games. Using Serious Game Design Concepts in Secondary School 我们制作游戏。在中学中运用严肃的游戏设计理念
Sonja Gabriel
By using game design as a method to teach in various subjects apart from software engineering and media design, the evaluation of the project We Make Games aimed at finding out what participating teachers think about the approach. The first part of the project saw a train-the-trainer workshop, distance teacher training and implementing the serious game-design method in classes. The accompanying evaluation had a closer look at teachers' previous knowledge regarding (serious) digital games, their expectations and attitudes towards the project, games and game-design as well as the outcome of the project and the participating students' learning effects. Therefore, a mixed methods approach was used. Results show that teachers who are not familiar with game-design concepts need extensive training and support before using the method in their classes. Moreover, constraints because of time and organizational framework in schools make an implementation more difficult. However, motivation and engagement of students generally increased as well as their problem-solving skills.
除了软件工程和媒体设计之外,我们还将游戏设计作为多种学科的教学方法,对We Make Games项目的评估旨在找出参与其中的教师对这种方法的看法。项目的第一部分包括培训师研讨会、远程教师培训以及在课堂上执行严肃的游戏设计方法。随附的评估更仔细地考察了教师之前对(严肃)数字游戏的知识,他们对项目、游戏和游戏设计的期望和态度,以及项目的结果和参与学生的学习效果。因此,采用混合方法。结果表明,不熟悉游戏设计概念的教师在课堂上使用该方法之前需要广泛的培训和支持。此外,由于学校的时间和组织框架的限制,使得实施更加困难。然而,学生的积极性和参与度普遍提高了,他们解决问题的能力也提高了。
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引用次数: 2
Immersive Simulation and Training of Person-to-3D Character Dance in Real-Time 人对三维人物舞蹈的实时沉浸式仿真与训练
Salva Kirakosian, E. Maravelakis, K. Mania
This paper presents a person-to-3D character, immersive, real-time dance training framework for leaders. Rather than immersive mimicking of pre-recorded dance animations as in previous work, the user is now trained to lead a 3D partner while dancing, initiating movements to which the 3D character responds to, in real-time. Realistic animations were applied to the rigged 3D human model of a dance partner using Inverse Kinematics (IK). The 3D dance partner is rigged based on custom skeletons using 3D geometrical bones and IK solvers. Motion capture data were applied to the rigged 3D model to create realistic dance animations. Initially, the application features a tutorial guide process. The 3D character is standing facing the user who selects dance training options using gestures such as thumb and waving hands, touches and pinch actions. The 3D character partner responds in real-time, producing body motion according to the users' dance leading actions following Salsa dance rules. The experience is evaluated as realistic dance. The software architecture could be utilized in a wide range of training systems in diverse domains, such as training in the manufacturing domain.
本文提出了一个人物到三维的、身临其境的、实时的领导者舞蹈训练框架。而不是沉浸式模仿预先录制的舞蹈动画,在以前的工作中,用户现在被训练带领一个3D伙伴跳舞,发起动作,3D角色响应,实时。利用逆运动学(IK)对舞蹈舞伴的三维人体模型进行了逼真的动画处理。3D舞伴是基于使用3D几何骨骼和IK求解器的自定义骨骼进行操纵的。将动作捕捉数据应用到装配好的3D模型中,以创建逼真的舞蹈动画。最初,该应用程序的特点是一个教程指南过程。这个3D角色站在用户面前,用户可以使用拇指、挥手、触摸和捏捏等手势来选择舞蹈训练选项。3D角色伙伴实时响应,根据用户的舞蹈引导动作,根据Salsa舞蹈规则产生身体动作。这种体验被评价为现实主义舞蹈。软件体系结构可以在不同领域的广泛培训系统中使用,例如制造领域的培训。
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引用次数: 2
Virtual Reality Environment for the Cognitive Rehabilitation of Stroke Patients 脑卒中患者认知康复的虚拟现实环境
N. John, Thomas W. Day, S. Pop, K. Chatterjee, K. Cottrell, Alistair Buchanan, Jonathan Roberts
We present ongoing work to develop a virtual reality environment for the cognitive rehabilitation of patients as a part of their recovery from a stroke. A stroke causes damage to the brain and problem solving, memory and task sequencing are commonly affected. The brain can recover to some extent, however, and stroke patients have to relearn to carry out activities of daily learning. We have created an application called VIRTUE to enable such activities to be practiced using immersive virtual reality. Gamification techniques enhance the motivation of patients such as by making the level of difficulty of a task increase over time. The design and implementation of VIRTUE is presented together with the results of a small acceptability study.
我们目前正在进行的工作是开发一个虚拟现实环境,用于患者的认知康复,作为他们从中风中恢复的一部分。中风会对大脑造成损害,问题解决能力、记忆力和任务排序能力通常都会受到影响。然而,大脑可以在一定程度上恢复,中风患者必须重新学习才能进行日常学习活动。我们已经创建了一个名为VIRTUE的应用程序,使这些活动能够使用沉浸式虚拟现实进行练习。游戏化技术增强了患者的动机,比如随着时间的推移增加任务的难度。本文介绍了VIRTUE的设计和实现,以及一项小型可接受性研究的结果。
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引用次数: 1
期刊
2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)
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