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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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Training Powered Wheelchair Manoeuvres in Mixed Reality 混合现实中机动轮椅的训练
Thomas W. Day, N. John
We describe a mixed reality environment that has been designed as an aid for training driving skills for a powered wheelchair. Our motivation is to provide an improvement on a previous virtual reality wheelchair driving simulator, with a particular aim to remove any cybersickness effects. The results of a validation test are presented that involved 35 able bodied volunteers divided into three groups: mixed reality trained, virtual reality trained, and a control group. No significant differences in improvement was found between the groups but there is a notable trend that both the mixed reality and virtual reality groups improved more than the control group. Whereas the virtual reality group experienced discomfort (as measured using a simulator sickness questionnaire), the mixed reality group experienced no side effects.
我们描述了一个混合现实环境,它被设计为辅助训练动力轮椅的驾驶技能。我们的动机是对以前的虚拟现实轮椅驾驶模拟器进行改进,特别旨在消除任何晕屏效应。对35名身体健全的志愿者进行了验证测试,测试结果被分为三组:混合现实训练组、虚拟现实训练组和对照组。两组之间的改善没有显著差异,但有一个显著的趋势,混合现实和虚拟现实组的改善都比对照组多。而虚拟现实组经历了不适(使用模拟器疾病问卷测量),混合现实组没有任何副作用。
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引用次数: 3
Festarola: a Game for Improving Problem Solving Strategies Festarola:一个提高解决问题策略的游戏
R. Rodrigues, P. Ferreira, R. Prada, Paula Paulino, A. V. Simão
When performing problem solving tasks, teachers need to guide students' activities through the regulation of learning with meaningful resources that exemplify students' daily life. As a contribution to the learning and teaching processes in problem solving in math, we created Festarola, a digital game designed for young children, ages eight to ten, where a team of players is tasked with organizing a birthday party for a group of children. The game fosters both self and shared regulation of learning in problem solving by guiding students through a forethought phase, an execution and monitoring phase, and lastly, a self-reflection phase. A user study was conducted with children from the Portuguese primary education to measure the impact of the game. Children interacted with the game individually and in groups throughout several sessions. Positive results indicate that the game successfully stimulated and developed problem solving strategies in students.
在执行问题解决任务时,教师需要通过对学习的规范来引导学生的活动,并使用有意义的资源来举例说明学生的日常生活。作为对数学问题解决的学习和教学过程的贡献,我们创造了Festarola,这是一款专为8至10岁的幼儿设计的数字游戏,其中一组玩家的任务是为一群孩子组织生日派对。这款游戏通过引导学生经历预先考虑阶段、执行和监控阶段以及最后的自我反思阶段,在解决问题的过程中培养自我和共同的学习规则。我们对葡萄牙小学的儿童进行了一项用户研究,以衡量该游戏的影响。在几个环节中,孩子们以个人或小组的形式与游戏互动。积极的结果表明,游戏成功地激发和发展了学生的问题解决策略。
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引用次数: 2
Interactive Cloud-based Global Illumination for Shared Virtual Environments 共享虚拟环境中基于云的交互式全局照明
Mark Magro, Keith Bugeja, Sandro Spina, K. Debattista
Real-time high-fidelity rendering requires the use of expensive high-end hardware, even when rendering moderately complex scenes. Interactive streaming services and cloud gaming have somewhat mitigated the problem at the cost of response lag. In this paper we present ReGGI (Regular Grid Global Illumination), a cloud-based distributed rendering pipeline for shared virtual environments that eliminates response lag and is capable of interactive global illumination on a wide gamut of client devices. Results show that ReGGI is scalable, has low bandwidth requirements and produces images of comparable quality to instant radiosity.
实时高保真渲染需要使用昂贵的高端硬件,即使在渲染中等复杂的场景时也是如此。交互式流媒体服务和云游戏在一定程度上缓解了这个问题,但代价是响应滞后。在本文中,我们提出了ReGGI(规则网格全局照明),这是一个基于云的分布式渲染管道,用于共享虚拟环境,消除了响应滞后,能够在广泛的客户端设备上进行交互式全局照明。结果表明,ReGGI具有可扩展性,带宽要求低,产生的图像质量与即时辐射相当。
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引用次数: 2
Perfectionism in Games - Analyzing Playing Behaviors in an Educational Game 游戏中的完美主义——分析教育游戏中的游戏行为
G. Hoffmann, Raphael Martin, Christof Weinhardt
Perfectionism, if it is not pathological, can evoke desirable playing behaviors for games and applications that aim for high performance in their target audience. In a field trial of an educational game about waste sorting that accumulated over 1600 players, we analyzed a cluster of players that achieved perfect scores in terms of performance, effort and long-term commitment. During the analysis a complementary player type cluster emerged, that while seemingly not showing interest in the score at all, showed higher long-term commitment. The findings of our study suggest that perfectionism is a personality trait that can be fostered with specific gamification-design elements within a certain percentage of a user-base in order to optimize user interaction with a platform, application or interface.
完美主义,如果不是病态的,可以唤起游戏和应用程序在目标用户中追求高性能的理想行为。在一款关于垃圾分类的教育游戏的现场测试中,我们分析了一群在表现、努力和长期投入方面都获得满分的玩家。在分析过程中,出现了一种互补的玩家类型,尽管他们似乎对分数不感兴趣,但却表现出了更高的长期投入。我们的研究结果表明,完美主义是一种人格特质,可以通过特定的游戏化设计元素在一定比例的用户群中培养出来,从而优化用户与平台、应用程序或界面的交互。
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引用次数: 1
Towards Incorporating Personality in Serious Games for Health 探讨在健康类严肃游戏中融入个性元素
Tomás Alves, C. Martinho, R. Prada
This work proposes the integration of personality traits from the Five-Factor Model in serious games for health and how it may offer a better rehabilitation process, since it may provide greater motivation for the patient. Firstly, we discuss the relevance of the personality traits Neuroticism, Openness to Experience, and Conscientiousness for rehabilitation processes. We continue by presenting a set of guidelines to be applied to the game design in order to adjust the rehabilitation routine to patients that have relevant values on the mentioned traits while also taking into account their past experience in the rehabilitation process. Finally, we consider a serious game for health focused on upper-limb rehabilitation and we project two scenarios on how the guidelines can be applied to the game in order to improve the rehabilitation for patients.
这项工作提出了将五因素模型中的人格特征整合到严肃的健康游戏中,以及它如何提供更好的康复过程,因为它可以为患者提供更大的动力。首先,我们讨论了人格特质神经质、经验开放性和尽责性与康复过程的相关性。我们继续提出一套应用于游戏设计的指导方针,以便调整康复程序,以适应在上述特征上具有相关价值的患者,同时也考虑到他们过去在康复过程中的经验。最后,我们考虑了一个专注于上肢康复的严肃健康游戏,并就如何将指南应用于游戏以改善患者康复提出了两种方案。
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引用次数: 3
Play It Safe: An Educational Cyber Safety Game for Children in Elementary School 玩安全:小学儿童教育网络安全游戏
Bushra Tasnim Zahed, Gregory White, J. Quarles
The objective of this research is to measure the effectiveness of a game-based learning approach for cyber safety education for children in elementary school. To date, few cyber safety games have been developed and evaluated for elementary school children. To address this gap in knowledge, we developed a novel cyber safety computer game and conducted a study with elementary school children ranging from age 7 to 10 (n=49). Children were taught concepts of cyber safety through either our plain TEXT, our interactive E-LEARNING website, or our GAME. Knowledge increased significantly more in the group that played the game, indicating that elementary school children can learn about the concepts of cyber safety more effectively through a game-based learning approach compared to traditional text and/or e-Learning based approaches.
本研究的目的是衡量基于游戏的学习方法对小学儿童网络安全教育的有效性。迄今为止,很少有针对小学生的网络安全游戏被开发和评估。为了解决这一知识差距,我们开发了一款新颖的网络安全电脑游戏,并对7至10岁的小学生(n=49)进行了研究。孩子们通过我们的纯文本、互动电子学习网站或游戏学习网络安全概念。玩游戏的小组的知识增长明显更多,这表明与传统的文本和/或基于电子学习的方法相比,小学儿童可以通过基于游戏的学习方法更有效地学习网络安全概念。
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引用次数: 8
ARCHIMUSIC3D: Multimodal Playful Transformations between Music and Refined Urban Architectural Design ARCHIMUSIC3D:音乐与精致城市建筑设计之间的多模式有趣转换
F. Giariskanis, P. Parthenios, K. Mania
The commonly used 3D architectural design tools for urban environments fail to capture aspects of an urban design which are aesthetic as well as functional. This paper describes an innovative multimodal user interface through which an urban designer can work on the music transcription of a specific urban environment applying music compositional rules and filters in order to identify discordant entities, highlight imbalanced parts and make design corrections. The proposed platform offers sonification of an Urban Virtual Environment (UVE), simulating a real-world cityscape, offering visual interpretation and musically playful modification of its soundscape. The system presented offers: The ability to view and convert an urban street to music (ready to play) based on a specific grammar of converting architectural elements to musical elements; secondly, the ability to transform this music in order to ‘harmonize’ it based on musical rules as if composing and playing music; and finally, the prospect of converting back the aesthetically and harmonically “corrected” musical piece to a newly refined street or urban design, visualized in 3D. The presented platform comprises of three scenes, which compile the three main parts of the system's multimodal interface; e.g., the 3D scene, the Digital Audio Workstation (DAW) scene and the TouchOSC mobile controller. The purpose of this paper is to assist architects and urban designers in 1) identifying urban dissonances, 2) refining their design using musical rules and 3) interactively presenting the output both visually and acoustically.
城市环境中常用的3D建筑设计工具无法捕捉城市设计的美学和功能方面。本文描述了一个创新的多模态用户界面,通过该界面,城市设计师可以使用音乐组成规则和过滤器来处理特定城市环境的音乐转录,以识别不和谐的实体,突出不平衡的部分并进行设计纠正。提议的平台提供城市虚拟环境(UVE)的声音,模拟现实世界的城市景观,提供视觉解释和音乐上有趣的声音景观修改。该系统提供:基于将建筑元素转换为音乐元素的特定语法,可以查看城市街道并将其转换为音乐(准备播放);其次,根据音乐规则对音乐进行“调和”的能力,就像作曲和演奏音乐一样;最后,将美学和和谐“纠正”的音乐作品转换回新精致的街道或城市设计,以3D形式可视化。所提出的平台包括三个场景,分别编译了系统多模式界面的三个主要部分;例如,3D场景,数字音频工作站(DAW)场景和TouchOSC移动控制器。本文的目的是帮助建筑师和城市设计师:1)识别城市不和谐;2)使用音乐规则完善他们的设计;3)在视觉和听觉上互动地呈现输出。
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引用次数: 0
A novel AR application for in-vehicle entertainment and education 一种用于车载娱乐和教育的新型AR应用程序
E. Karanastasis, Efthymios Chondrogiannis, Sotiris Papasotiriou
Passengers of different transportation means, used for private (travel, commute) or revenue-generating (tours, sightseeing) purposes, usually have restricted view of the outside environment, limited by the vehicle's walls, roof and seats. Even short journeys are boring and tiring while sights cannot be experienced properly. Currently there are no proper ways of overcoming this problem, but merely escaping it, which are not particularly constructive and isolate from co-passengers. In this paper, a novel integrated augmented reality solution is proposed, which can be installed in vehicles of different types and simultaneously used by multiple co-passengers. Using current vehicle location, a live surroundings video, captured by a 360-degree camera, can be overlaid in real time with co-passengers video, on-spot information of touristic value, Points of Interest, tailored advertisements and other messages. Remote, cloud-based technologies can be utilised, which exploit available data sources of different types and sources, in order to offer intelligent added value services. End users can experience an improved reality world by wearing a VR headset and moving their head around. Journeys can become more interesting, educative and entertaining.
不同交通工具的乘客,用于私人(旅行,通勤)或创收(旅游,观光)的目的,通常有限制的外部环境的视野,受限于车辆的墙壁,车顶和座位。即使是短途旅行也很无聊和疲劳,而风景也不能正确地体验。目前没有适当的方法来克服这个问题,只是逃避它,这不是特别有建设性的,孤立于共同乘客。本文提出了一种新的集成增强现实解决方案,该方案可以安装在不同类型的车辆上,并由多名共同乘客同时使用。利用当前的车辆位置,360度摄像头拍摄的现场环境视频可以实时与乘客视频、旅游价值现场信息、兴趣点、定制广告和其他信息叠加在一起。可以利用基于云的远程技术,利用不同类型和来源的可用数据源,提供智能增值服务。终端用户可以通过佩戴VR头显和移动头部来体验一个改进的现实世界。旅行可以变得更有趣,更有教育意义和娱乐性。
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引用次数: 2
Actors in VR storytelling VR故事中的演员
S. Rizvić, D. Boskovic, F. Bruno, B. D. Petriaggi, Sanda Sljivo, M. Cozza
Virtual Reality (VR) storytelling enhances the immersion of users into virtual environments (VE). Its use in virtual cultural heritage presentations helps the revival of the genius loci (the spirit of the place) of cultural monuments. This paper aims to show that the use of actors in VR storytelling adds to the quality of user experience and improves the edutainment value of virtual cultural heritage applications. We will describe the Baiae dry visit application which takes us to a time travel in the city considered by the Roman elite as “Little Rome (Pusilla Roma)” and presently is only partially preserved under the sea.
虚拟现实(VR)叙事增强了用户对虚拟环境(VE)的沉浸感。它在虚拟文化遗产展示中的使用有助于文化古迹的天才地点(地方的精神)的复兴。本文旨在表明,演员在VR叙事中的使用增加了用户体验的质量,提高了虚拟文化遗产应用的教育娱乐价值。我们将介绍Baiae干游的应用程序,它将带我们在被罗马精英视为“小罗马(Pusilla Roma)”的城市进行一次时间旅行,目前只有部分保存在海底。
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引用次数: 12
3D Interaction with Virtual Objects in Real Water 在真实的水中与虚拟物体的3D交互
Raphael Costa, J. Quarles
The objective of this research was to evaluate and compare perceived fatigue and usability of 3D user interfaces in and out of the water. Virtual Reality (VR) in the water has several potential applications, such as aquatic physical rehabilitation, where patients are typically standing waist or shoulder deep in a pool and performing exercises in the water. However, there have been few works that developed waterproof VR/AR systems and none of them have assessed fatigue, which has previously been shown to be a drawback in many 3D User Interfaces above water. This research presents a novel prototype system for developing waterproof VR experiences and investigates the effect of submersion in water on fatigue as compared to above water. Using a classic selection and docking task, results suggest that being underwater had no significant effect on performance, but did reduce perceived fatigue, which is important for aquatic rehabilitation. Previous 3D interaction methods that were once thought to be too fatiguing might still be viable in water.
这项研究的目的是评估和比较3D用户界面在水中和水中的感知疲劳和可用性。水中的虚拟现实(VR)有几个潜在的应用,比如水中物理康复,患者通常站在齐腰或肩深的游泳池里,在水中进行练习。然而,开发防水VR/AR系统的工作很少,而且都没有对疲劳进行评估,这在之前的许多水上3D用户界面中被证明是一个缺点。本研究提出了一种用于开发防水VR体验的新型原型系统,并研究了浸泡在水中对疲劳的影响。使用经典的选择和对接任务,结果表明水下对表现没有显著影响,但确实减少了感知疲劳,这对水生康复很重要。以前被认为过于疲劳的3D交互方法可能在水中仍然可行。
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引用次数: 3
期刊
2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)
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