Pub Date : 2019-09-01DOI: 10.1109/VS-Games.2019.8864529
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.
{"title":"A novel AR application for in-vehicle entertainment and education","authors":"E. Karanastasis, Efthymios Chondrogiannis, Sotiris Papasotiriou","doi":"10.1109/VS-Games.2019.8864529","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864529","url":null,"abstract":"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.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127829821","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-09-01DOI: 10.1109/VS-Games.2019.8864520
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.
{"title":"Actors in VR storytelling","authors":"S. Rizvić, D. Boskovic, F. Bruno, B. D. Petriaggi, Sanda Sljivo, M. Cozza","doi":"10.1109/VS-Games.2019.8864520","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864520","url":null,"abstract":"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.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127049641","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-09-01DOI: 10.1109/VS-Games.2019.8864586
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.
{"title":"What could the baseline measurements predict about decision-making performance in serious games set in the financial context","authors":"Petar Jerčić","doi":"10.1109/VS-Games.2019.8864586","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864586","url":null,"abstract":"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.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132721899","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-09-01DOI: 10.1109/VS-Games.2019.8864603
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.
{"title":"ARQuest: A Tangible Augmented Reality Approach to Developing Computational Thinking Skills","authors":"Anna Gardeli, S. Vosinakis","doi":"10.1109/VS-Games.2019.8864603","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864603","url":null,"abstract":"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.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134130025","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-09-01DOI: 10.1109/VS-Games.2019.8864549
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.
{"title":"Approaching Difficult Terrain with Sensitivity: A Virtual Reality Game on the Five Stages of Grief","authors":"D. Roth, S. Mammen, Julian Keil, Manuel Schildknecht, Marc Erich Latoschik","doi":"10.1109/VS-Games.2019.8864549","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864549","url":null,"abstract":"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.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133539142","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-09-01DOI: 10.1109/VS-Games.2019.8864534
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.
{"title":"Evaluating LevelEd AR: An Indoor Modelling Application for Serious Games Level Design","authors":"Lee Beever, S. Pop, N. John","doi":"10.1109/VS-Games.2019.8864534","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864534","url":null,"abstract":"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.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"68 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124461680","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-09-01DOI: 10.1109/VS-Games.2019.8864578
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.
{"title":"Mono-Stereoscopic Camera in a Virtual Reality Environment: Case Study in Cybersickness","authors":"Michael Isaza, Jingjing Zhang, Karis Kim, Chao Mei, Rongkai Guo","doi":"10.1109/VS-Games.2019.8864578","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864578","url":null,"abstract":"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.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121365198","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-09-01DOI: 10.1109/VS-Games.2019.8864544
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.
{"title":"Study on the Motivational and Physical Effects of Two VR Exergames","authors":"Oona Kivelä, Paula Alavesa, Aku Visuri, T. Ojala","doi":"10.1109/VS-Games.2019.8864544","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864544","url":null,"abstract":"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.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"250 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124753686","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-09-01DOI: 10.1109/VS-Games.2019.8864545
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.
{"title":"Valkyrie Project: Flying Immersion in Virtual Reality","authors":"Soroosh Mashal, Gerold Hoelzl, M. Kranz","doi":"10.1109/VS-Games.2019.8864545","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864545","url":null,"abstract":"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.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116984145","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-09-01DOI: 10.1109/VS-Games.2019.8864535
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.
{"title":"A product to gamify other products; implementing gamification in existing software","authors":"Adam Palmquist","doi":"10.1109/VS-Games.2019.8864535","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864535","url":null,"abstract":"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.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130498465","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}