Emiliano Labrador, Oscar García, Albert Cubeles, Paul B. Fox
{"title":"Playing Entrepreneurship as a Memorable Experience for All Sorts of Talented Warriors","authors":"Emiliano Labrador, Oscar García, Albert Cubeles, Paul B. Fox","doi":"10.1109/VS-GAMES.2013.6624238","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2013.6624238","url":null,"abstract":"The authors would like to share their experience as the designers of an ARG (Alternate Reality Game) called LS StartUp Lab, where players evolve their ideas and/or teams to create startups by following the inner laws of Gamification. This event, a clear success within its two editions, empowers attendee's abilities to persist and create new companies that provide with purely innovative IT-related solutions to the world in just 18 hours. They end up \"knowing\" and \"believing\" and therefore they make use of their \"superpowers\", some of them discovered within the \"Serious Game\".","PeriodicalId":154846,"journal":{"name":"2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"1993 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125540683","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}
R. Herpers, D. Scherfgen, Moritz Vieth, T. Saitov, Sandra Felsner, T. Hofhammer, M. Schaefer, M. Huelke
{"title":"Vr-Based Safety Evaluation of Automatically Controlled Machine Tools","authors":"R. Herpers, D. Scherfgen, Moritz Vieth, T. Saitov, Sandra Felsner, T. Hofhammer, M. Schaefer, M. Huelke","doi":"10.1109/VS-GAMES.2013.6624248","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2013.6624248","url":null,"abstract":"Although extensive safety measures and safe working procedures have been applied to improve and secure metal working machines, they still put their operators at risk. These risks might often result from manipulation errors, in particular if safety measures are ignored. In this contribution, a safety evaluation strategy has been developed that applies VR and mixed reality technologies to investigate the usability of working machines. An automatically controlled machine tool was simulated and connected to a real input panel, usually employed in industrial settings. However, Human-Machine Interfaces are sometimes built in a way that does not prevent the operator from cognitive misinterpretations which in turn might result in mistakes. To take that into account, a control program for a lathe was altered by hiding a typical programming mistake in the lines of code. Subjects were given the task to evaluate the program in single step mode and to report abnormalities while running the simulated lathe, comparable to new control program checks at real machines. An evaluation of the study demonstrated that even experienced metal workers accepted the simulation and reacted as if the given task was real. Behavioural data of considered subjects showed comparable profiles and most subjects rated the VR- based approach as a reasonable means for investigating work safety problems.","PeriodicalId":154846,"journal":{"name":"2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"159 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131736369","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}
F. Liarokapis, A. Vourvopoulos, Alina Ene, Panagiotis Petridis
{"title":"Assessing Brain-Computer Interfaces for Controlling Serious Games","authors":"F. Liarokapis, A. Vourvopoulos, Alina Ene, Panagiotis Petridis","doi":"10.1109/VS-GAMES.2013.6624222","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2013.6624222","url":null,"abstract":"This paper aims at examining how to fully interact with serious games in noisy environments using only non-invasive EEG-based information. Two different EEG-based BCI devices were used, one which requires no calibration, and another one that needs some sort of calibration to create a user profile. User testing was performed using both types of BCIs with 61 participants. Results indicate that although BCI devices are still in their infancy, they offer the potential of being used as alternative game interfaces prior to some familiarisation with the device and in several cases a certain degree of calibration.","PeriodicalId":154846,"journal":{"name":"2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128956998","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}
{"title":"Use of gaming sensors and customised exergames for parkinson's disease rehabilitation: A proposed virtual reality framework","authors":"Ioannis Paraskevopoulos, Emmanuel Tsekleves","doi":"10.1109/VS-GAMES.2013.6624247","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2013.6624247","url":null,"abstract":"The research in-progress presented in this paper proposes the use of a low-cost, customized and off-the-shelf motion capture system (employing commercial game controllers) with bespoke video games tailored to suit the requirements of Parkinson's Disease (PD) rehabilitation protocol. The proposed system is designed to capture various movements of the upper limbs, unilateral or bilateral, and the motion captured is represented one-to-one in the virtual world of the video game. Furthermore, the captured data is fed online to a Virtual Reality (VR) instructor platform to realize the potential of live biofeedback and game difficulty adjustment by the clinician. The pilot study design for evaluating the proposed platform is also presented.","PeriodicalId":154846,"journal":{"name":"2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"108 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132101571","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}
{"title":"Affective educational games: Utilizing emotions in game-based learning","authors":"P. Wilkinson","doi":"10.1109/VS-GAMES.2013.6624219","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2013.6624219","url":null,"abstract":"Emotions play an important role in cognition, memory, attention and motivation but the current generation of educational games largely ignore emotions' role in learning. However, there is a movement within games development for entertainment to create more affective gameplay. As such this paper will discuss how new research from affective neuroscience, affective computing and contemporary psychological learning theories can inform educational game development. Firstly outlining our current understanding of emotions in learning, this paper will then explore three key aspects of affective game design: sensing and recognition of emotions; modelling emotions and emotion expression by game characters and player avatars. In this section it will review currently available technology, theories and models as appropriate. Finally this paper will explain how incorporating these aspects in educational game design can produce more effectual learning experiences by being aware of affective game design principles that effect attention, memory and motivation. Although this paper is not conclusive, it is comprehensive enough to bridge the gap between academia and industry, so that commercial educational games development can benefit from our current understanding of affective game design and emotions role in attention, memory and motivation.","PeriodicalId":154846,"journal":{"name":"2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131907630","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}
{"title":"Combining Storytelling Tradition and Pervasive Gaming","authors":"Paula Alavesa, Daniele Zanni","doi":"10.1109/VS-GAMES.2013.6624224","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2013.6624224","url":null,"abstract":"In recent years storytelling has gone through various attempts of renaissance, thanks to a recreational storytelling revivalist movement, which has not been largely successful. Pervasive gaming is an all-encompassing branch in gaming and has the potential to reach a large amount of people. Moreover, it provides a way to mix modern society with age-old traditions like storytelling. This paper describes the development of a small scale pervasive game embedding at the same time social and improvisational features and the use of this game by amateur storytellers. The game, Props, aims to take storytelling from oblivion to modern urban environments.","PeriodicalId":154846,"journal":{"name":"2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"222 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123360827","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}
M. Hendrix, P. Backlund, Mikael Lebram, Henrik Lundqvist
{"title":"Sharing Experiences with Serious Games - the Edugamelab Rating Tool for Parents and Teachers","authors":"M. Hendrix, P. Backlund, Mikael Lebram, Henrik Lundqvist","doi":"10.1109/VS-GAMES.2013.6624241","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2013.6624241","url":null,"abstract":"Computer games have been recognized for their educational potential for some time now and the number of educational games available has steadily increased in recent years. As the number of educational games available increases, serious games are starting to face a similar dilemma to other types of educational resources: how can educators or parents easily find the most relevant games and share their experiences from using them these games? To this end the EduGameLab project has developed a tool for sharing experiences about educational games among educators and parents in the form of a database of educational games and experiences of individual educators and parents with these games. The development of this database was based on a metadata schema for formally describing serious games and experiences with these games. In this paper we report on the development of this database, revisit and refine the metadata schema based on our experiences and evaluate the usability and usefulness of the database based on feedback gathered at practical workshops with educators.","PeriodicalId":154846,"journal":{"name":"2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130247086","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}
{"title":"Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games","authors":"P. Backlund, M. Hendrix","doi":"10.1109/VS-GAMES.2013.6624226","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2013.6624226","url":null,"abstract":"Over the last decade educational games have become more and more popular. There are many games specifically designed as educational games, as well as a number of entertainment games that have been successfully used for educational purposes. The EduGameLab project aims to stimulate the use of games in the classroom. This paper presents a meta-analysis of the effectiveness of game-based learning and focuses specifically on empirical evidence on the effectiveness of using games in education in the last decade. Moreover, the study focuses on usage in formalized school contexts, i.e. pre-school, elementary school, secondary school, high school and higher education. As secondary aims we also assess whether there are any clear methodological trends and whether a link could be found between the outcome of empirical studies and the evaluator being a stakeholder in the game development.","PeriodicalId":154846,"journal":{"name":"2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127454986","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}
{"title":"Gameful Pedagogy and Collaborative Learning a Case Study of the Netsx Project","authors":"A. Feigenbaum, A. Feigenbaum","doi":"10.1109/VS-GAMES.2013.6624231","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2013.6624231","url":null,"abstract":"This case study paper introduces and discusses NetsX, a semester-long research project developed around gameful design principles to encourage peer- to-peer collaboration and engagement. The paper situates NetsX in recent scholarship on higher education game design, collaborative learning and the use of online tools in teaching and learning. It discusses how gameful principles were used to design a low-cost, highly iterable curriculum that incorporates freely available online resources, namely Google Docs, Wordpress, and Wikipedia. The paper concludes by discussing current limitations and future possibilities for NetsX, proposing that the project be expanded to make the visual components more gameful, and to make student contributions easier to track, navigate and search in a graphical user interface.","PeriodicalId":154846,"journal":{"name":"2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"103 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128991988","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}
Thomas Dettmar, Sven Seele, R. Herpers, Peter Becker, C. Bauckhage
{"title":"Efficient Mesoscopic Simulations for Persistent Agents in 3D-Applications and Games","authors":"Thomas Dettmar, Sven Seele, R. Herpers, Peter Becker, C. Bauckhage","doi":"10.1109/VS-GAMES.2013.6624227","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2013.6624227","url":null,"abstract":"To save computational resources, traffic simulations in virtual environments and digital games often remove entities from the simulation once they leave the user's visual field of view. This can lead to inconsistencies within the simulated world and break the immersive effect. To counter this effect, we propose a system consisting of a regular microscopic simulation around the user and an additional less detailed simulation layer beyond the user's immediate surroundings. The new layer performs a mesoscopic simulation based on the FastLane model, utilizing elements from queuing theory. With this hybrid approach it is possible to simulate a reasonable amount of detailed traffic participants as well as a much larger number of less detailed, but persistent traffic participants. As a result it is possible to simulate entities with complex behavior close to the user while maintaining reasonable traffic densities throughout the entire system.","PeriodicalId":154846,"journal":{"name":"2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116208387","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}