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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 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
What could the baseline measurements predict about decision-making performance in serious games set in the financial context 在金融背景下的严肃游戏中,基线测量能够预测哪些决策表现
Petar Jerčić
This paper sets out to investigate how the basal activation of the parasympathetic and sympathetic nervous systems may affect and predict the decision-making performance of players in serious games. In order to investigate the basal activation of both branches of the autonomic nervous system, pupil diameter and heart rate were recorded during baseline and analyzed in regards to performance scores in the serious game. It was found that the balance between the parasympathetic and sympathetic activation was responsible for beneficial decision-making performance, while lower sympathetic activation was found to be associated with the higher level reached in the game. It is suggested that the balance between the basal activation of both branches of the autonomic nervous system recorded during the baseline may predict the decision-making performance of players on the subsequent tasks in serious games.
本文旨在研究副交感神经和交感神经系统的基础激活如何影响和预测玩家在严肃游戏中的决策表现。为了研究自主神经系统两个分支的基础激活,在基线时记录瞳孔直径和心率,并分析其在严肃游戏中的表现得分。研究发现,副交感神经和交感神经激活之间的平衡是有利决策表现的原因,而较低的交感神经激活则与游戏中达到的较高水平有关。这表明,在基线期间记录的自主神经系统两个分支的基础激活之间的平衡可能预测玩家在严肃游戏中后续任务的决策表现。
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引用次数: 2
ARQuest: A Tangible Augmented Reality Approach to Developing Computational Thinking Skills ARQuest:一种开发计算思维技能的有形增强现实方法
Anna Gardeli, S. Vosinakis
Computational thinking is considered an important skillset for 21st century learners and became a subject of focus in K-12 education in the recent years. It cultivates problem-solving and algorithmic thinking and can be helpful in wider aspects of everyday life, besides programming and computer science. There have been various approaches to teach computational thinking in early education stages that utilize modern technologies, such as physical computing and robotics, and adopt a playful manner. Mobile Augmented Reality is a promising technology along this path that lets users collaborate and interact with both physical and digital elements. However, the technology is still relatively new and has not been studied extensively with students, especially in formal educational settings. In this paper we present ARQuest, a collaborative mobile augmented reality game for developing computational thinking skills of primary school students. The game combines a physical board and tangible tokens with animated 3D content, and students use them to create and solve challenges in a gamified environment. We have performed an exploratory study in two primary schools in order to explore the impact of ARQuest on students' understanding of algorithmic concepts, engagement and collaboration. The study led to a number of interesting conclusions regarding the game, as well as more generic aspects of interacting and collaborating in mobile augmented reality.
计算思维被认为是21世纪学习者的重要技能,近年来成为K-12教育的重点。它培养了解决问题和算法思维,除了编程和计算机科学之外,它还可以在日常生活的更广泛方面有所帮助。在早期教育阶段,有各种各样的方法来教授计算思维,这些方法利用现代技术,如物理计算和机器人技术,并采用一种有趣的方式。移动增强现实是这条道路上一项很有前途的技术,它允许用户与物理和数字元素进行协作和交互。然而,这项技术仍然相对较新,尚未在学生中进行广泛研究,特别是在正规教育环境中。本文介绍了一款开发小学生计算思维能力的协同移动增强现实游戏ARQuest。该游戏将物理板和有形代币与动画3D内容相结合,学生使用它们在游戏化环境中创建和解决挑战。我们在两所小学进行了一项探索性研究,以探索ARQuest对学生对算法概念的理解、参与和协作的影响。这项研究得出了许多关于这款游戏的有趣结论,以及手机增强现实中互动和合作的更普遍方面。
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引用次数: 24
Approaching Difficult Terrain with Sensitivity: A Virtual Reality Game on the Five Stages of Grief 接近困难的地形敏感:虚拟现实游戏的五个阶段的悲伤
D. Roth, S. Mammen, Julian Keil, Manuel Schildknecht, Marc Erich Latoschik
Educating about death is a challenging task as facing death generally poses a severe and stressful situation. We present 5Days, an immersive virtual reality game in which the player has to proceed through five different levels, which are designed on the basis of the five stages of grief described by Kubler-Ross: Denial, anger, bargaining, depression, and acceptance. Immersed in an atmospheric virtual world, the five levels instigate reflection and education about these stages. Based on early feedback from palliative care specialists, we argue that the realised concept could be a new entry point into the education and reflection of death, especially for medical students and personnel.
关于死亡的教育是一项具有挑战性的任务,因为面对死亡通常会带来严重和紧张的情况。《5Days》是一款沉浸式虚拟现实游戏,玩家必须通过5个不同的关卡,这些关卡是根据Kubler-Ross描述的悲伤的5个阶段设计的:否认、愤怒、讨价还价、抑郁和接受。沉浸在一个大气的虚拟世界中,五个层次激起了对这些阶段的反思和教育。根据姑息治疗专家的早期反馈,我们认为,实现的概念可能是进入死亡教育和反思的新切入点,特别是对医学生和医务人员。
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引用次数: 4
Evaluating LevelEd AR: An Indoor Modelling Application for Serious Games Level Design 评估LevelEd AR:室内模型在严肃游戏关卡设计中的应用
Lee Beever, S. Pop, N. John
We developed an application that makes indoor modelling accessible by utilizing consumer grade technology in the form of Apple's ARKit and a smartphone to assist with serious games level design. We compared our system to that of a tape measure and a system based on an infra-red depth sensor and application. We evaluated the accuracy and efficiency of each system over four different measuring tasks of increasing complexity. Our results suggest that our application is more accurate than the depth sensor system and as accurate and more time efficient as the tape measure over several tasks. Participants also showed a preference to our LevelEd AR application over the depth sensor system regarding usability.
我们开发了一个应用程序,通过利用苹果的ARKit和智能手机形式的消费级技术,使室内建模易于访问,以协助严肃的游戏关卡设计。我们将该系统与卷尺系统和基于红外深度传感器的系统及其应用进行了比较。我们在四个不同的测量任务中评估了每个系统的准确性和效率,这些任务越来越复杂。我们的结果表明,我们的应用程序比深度传感器系统更准确,并且在几个任务中与卷尺测量一样准确和更省时。在可用性方面,参与者也表现出对我们的levelar应用程序的偏好,而不是深度传感器系统。
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引用次数: 0
Mono-Stereoscopic Camera in a Virtual Reality Environment: Case Study in Cybersickness 虚拟现实环境中的单立体相机:晕动症案例研究
Michael Isaza, Jingjing Zhang, Karis Kim, Chao Mei, Rongkai Guo
Cybersickness in Virtual Reality (VR) is a serious issue affecting the overall experience. Many research papers have investigated the causes of cybersickness and offered potential solutions for reducing cybersickness. In this paper, we demonstrate a method to reduce cybersickness by using a novel rendering technique in the virtual environment (VE)- Dynamic Mono-Stereoscopic Rendering System (DMSRS). The DMSRS system uses two different cameras to create a hybrid rendering that includes monoscopic and stereoscopic systems. By default, VEs are rendered using stereoscopic or monoscopic rendering exclusively. The results indicate that cybersickness decreased amongst users with little to no VR experience hindered when using the DMSRS.
虚拟现实(VR)中的晕动症是影响整体体验的一个严重问题。许多研究论文调查了晕屏的原因,并提供了减少晕屏的潜在解决方案。在本文中,我们展示了一种在虚拟环境(VE)中使用一种新颖的渲染技术-动态单立体渲染系统(DMSRS)来减少晕动病的方法。DMSRS系统使用两个不同的相机来创建混合渲染,包括单视角和立体系统。默认情况下,ve只使用立体或单视渲染进行渲染。结果表明,在使用DMSRS时,很少或没有VR体验的用户中,晕动症有所减少。
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引用次数: 2
Study on the Motivational and Physical Effects of Two VR Exergames 两种虚拟现实游戏的动机和物理效应研究
Oona Kivelä, Paula Alavesa, Aku Visuri, T. Ojala
Head-mounted displays for accessing virtual reality have in the past years begun to achieve their commercial potential. Gameplay using the provided game controls and space, often results in increased mobility due to this the games may have unintentional health benefits. In this study we compare two distinct exergames. We conducted a study with 17 participants and collected mixed data in the form of heart rate, interviews and accelerometer data, to assess the exercise benefit of these games. Virtual reality games can be played for exercise purposes. Participants were more eager to recommend others to exercise with exergames than exercise themselves using them. With a more hectic game, it was shown that their heart rate increased, and they moved a lot during the game sessions.
用于访问虚拟现实的头戴式显示器在过去几年中开始实现其商业潜力。使用提供的游戏控制和空间的游戏玩法通常会增加机动性,因此游戏可能会无意中带来健康益处。在这项研究中,我们比较了两种不同的游戏。我们对17名参与者进行了一项研究,并以心率、访谈和加速度计数据的形式收集了混合数据,以评估这些游戏的运动益处。虚拟现实游戏可以用来锻炼身体。参与者更愿意推荐别人用运动游戏来锻炼,而不是自己用运动游戏来锻炼。在更激烈的游戏中,他们的心率增加了,在游戏过程中他们动了很多。
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引用次数: 7
Valkyrie Project: Flying Immersion in Virtual Reality 瓦尔基里项目:沉浸在虚拟现实中的飞行
Soroosh Mashal, Gerold Hoelzl, M. Kranz
The aim of the paper was to explore a new approach for flight simulation in virtual reality and to study user's perception of virtual avatar embodiment. The exploratory research started with (i) the perception of wings on the body, and the natural movement that people do when flying. The results were used to (ii) create a model and a virtual environment in order to explore the extent of the virtual presence and virtual body ownership of the users. To get appropriate user feedback a questionnaire with 76 international participants was used. The results indicated that 78.6 % imagine having wings on their shoulders and on their back. In addition to that, 57.3 % move their arms as intuitive action to fly. Based on these results the model has to follow the flapping flight simulation in a way that wings would be attached to the shoulder. An angelic avatar was designed and a game-based story was used to justify the connection of moving hands and having wings on the shoulder. This provides an insight into the perception of wings and action of flying as felt by the user. The last experiment used questionnaires to assess the extent of immersion and presence of the users in the virtual environment. The results indicate that such a setting provides an immersive effect for flying in virtual reality.
本文旨在探索一种新的虚拟现实飞行仿真方法,研究用户对虚拟化身的感知。探索性研究从(1)身体对翅膀的感知和人们在飞行时的自然运动开始。结果用于(ii)创建模型和虚拟环境,以探索用户的虚拟存在和虚拟身体所有权的程度。为了获得适当的用户反馈,使用了76名国际参与者的问卷调查。结果显示,78.6%的人想象自己的肩膀和背上长着翅膀。除此之外,57.3%的人会移动他们的手臂作为飞行的直觉动作。基于这些结果,模型必须遵循扑翼飞行模拟,以一种将翅膀附着在肩膀上的方式。我们设计了一个天使形象,并使用基于游戏的故事来证明移动的手和肩膀上的翅膀之间的联系。这提供了一个洞察到的感知翅膀和行动的飞行的感觉,由用户。最后一个实验使用问卷来评估用户在虚拟环境中的沉浸和存在程度。结果表明,这种设置为虚拟现实中的飞行提供了身临其境的效果。
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引用次数: 3
A product to gamify other products; implementing gamification in existing software 将其他产品游戏化的产品;在现有软件中实现游戏化
Adam Palmquist
Gamification is the incorporation of game elements in non-game contexts. Gamified products are created by including gamification as part of the original product design. However, how is it to implement gamification in already existing products? This paper investigates gamification designers' and developers' attitudes and opinions on implementing gamification for already existing software products. The data consist of interviews with a team of gamification developers and designers. This study shows that the practice of designing gamification for already existing software products differs from designing gamified software products from the beginning. This outcome indicates that there might be a need for a separation between “traditional” gamification - designing gamified software products from the beginning - and what can be referred to as generic gamification applied in existing software products.
游戏化是将游戏元素整合到非游戏环境中。游戏化产品是通过将游戏化作为原始产品设计的一部分而创造出来的。然而,如何在现有产品中实施游戏化?本文调查了游戏化设计人员和开发人员对现有软件产品实施游戏化的态度和意见。这些数据包括对游戏化开发者和设计师团队的采访。本研究表明,为已经存在的软件产品设计游戏化的实践不同于从一开始就设计游戏化的软件产品。这一结果表明,可能需要将“传统的”游戏化——从一开始就设计游戏化的软件产品——与可被称为应用于现有软件产品的通用游戏化区分开来。
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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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