2022 IEEE Games, Entertainment, Media Conference (GEM)最新文献

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Co-located Mixed Reality for Teaching Equine Radiology Techniques to Veterinary Students 对兽医学生进行马放射学技术教学的同地混合现实
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017893
Xuanhui Xu, D. Kilroy, A. Puggioni, A. Campbell
{"title":"Co-located Mixed Reality for Teaching Equine Radiology Techniques to Veterinary Students","authors":"Xuanhui Xu, D. Kilroy, A. Puggioni, A. Campbell","doi":"10.1109/GEM56474.2022.10017893","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017893","url":null,"abstract":"The limited laboratory equipment and access to large animals hinder training of students in diagnostic imaging and radiology. Virtual Reality (VR) has been utilized to overcome these problems. However, those systems are designed for human radiology; hence, they are not designed for co-located multi-user collaboration that is essential when dealing with large animals. We propose a collaborative co-located Mixed Reality (MR) system for training students in radiology techniques by utilizing passthrough cameras in VR head-mounted display. It will synchronize the lecturer and the students, limit their exposure to X-rays, and allow staff to guide the students in a real-time MR environment. The hand-tracking touchless interaction provides a more instinctive and hazard-free learning experience.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131399174","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}
引用次数: 1
Extended-XRI Body Interfaces for Hyper-Connected Metaverse Environments 用于超连接的虚拟环境的扩展xri体接口
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017701
Jie Guan, Alexis Morris
{"title":"Extended-XRI Body Interfaces for Hyper-Connected Metaverse Environments","authors":"Jie Guan, Alexis Morris","doi":"10.1109/GEM56474.2022.10017701","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017701","url":null,"abstract":"Hybrid mixed-reality (XR) internet-of-things (IoT) research, here called XRI, aims at a strong integration between physical and virtual objects, environments, and agents wherein IoT -enabled edge devices are deployed for sensing, context understanding, networked communication and control of device actuators. Likewise, as augmented reality systems provide an im-mersive overlay on the environments, and virtual reality provides fully immersive environments, the merger of these domains leads to immersive smart spaces that are hyper-connected, adaptive and dynamic components that anchor the metaverse to real-world constructs. Enabling the human-in-the-loop to remain engaged and connected across these virtual-physical hybrid environments requires advances in user interaction that are multi-dimensional. This work investigates the potential to transition the user in-terface to the human body as an extended-reality avatar with hybrid extended-body interfaces that can interact both with the physical and virtual sides of the metaverse. It contributes: i) an overview of metaverses, XRI, and avatarization concepts, ii) a taxonomy landscape for extended XRI body interfaces, iii) an architecture and potential interactions for XRI body designs, iv) a prototype XRI body implementation based on the architecture, v) a design-science evaluation, toward enabling future design research directions.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129943170","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}
引用次数: 2
The Effect of Attention Guidance and the Potential of Cinmatic Augmented Reality in Narrative Immersion 注意引导的作用和电影增强现实在叙事沉浸中的潜力
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017977
Jason S. Kao, Karen Kao
{"title":"The Effect of Attention Guidance and the Potential of Cinmatic Augmented Reality in Narrative Immersion","authors":"Jason S. Kao, Karen Kao","doi":"10.1109/GEM56474.2022.10017977","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017977","url":null,"abstract":"This paper discusses issues relate to narrative immersion in cinematic extended reality (CXR). System immersion built by reality technologies forms the fundamental feature of the new medium of storytelling. Attention guidance is widely applied in CXR to maintain the flow of narrative immersion. The authors review several attention guidance approaches and suggest diegetic cue is the preferred method in CXR since it embeds in the scene and less disturbs the storytelling. A framework is proposed in this paper to illustrate pathways of Cinematic Augmented Reality (CAR) and Cinematic Virtual Reality (CVR) to achieve narrative immersion. The authors conclude that CAR has more advantages in fulfilling narrative immersion than CVR due to viewers' reinforced involvement in CAR, suggesting the value of exploring the potential of CAR as a storytelling medium.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127545358","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}
引用次数: 0
Fostering Learning Motivation of Students with Reading and Spelling Difficulties by an AR-Enhanced Gamified Educational App for Literacy Learning 通过ar增强的游戏化识字教育应用程序培养阅读和拼写困难学生的学习动机
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017825
Jennifer Tiede, Rita Treacy, Silke Grafe, E. Mangina
{"title":"Fostering Learning Motivation of Students with Reading and Spelling Difficulties by an AR-Enhanced Gamified Educational App for Literacy Learning","authors":"Jennifer Tiede, Rita Treacy, Silke Grafe, E. Mangina","doi":"10.1109/GEM56474.2022.10017825","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017825","url":null,"abstract":"Students with special educational needs benefit from carefully designed learning approaches that consider both their individual learning requirements and the advances in teaching and learning methods and tools. This paper presents the initial exploratory results from a pilot study on the advancement of literacy skills through an innovative Augmented Reality (AR)-enhanced gamified educational app for students diagnosed with reading / spelling difficulties or dyslexia. A sample of 5 teachers and 23 students worked with the AR app for the duration of a school term and filled in standardized scales on student motivation upon completion of the pilot study. The analysis of the results indicates that both groups of teachers and students found the AR app motivating to a certain degree. However, there were challenges within the pilot implementation that impeded the successful app use and potentially delimited the perceived motivational effects. Conclusions and outlooks of research perspectives for further development highlight the necessity for further research in this important field.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126857698","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}
引用次数: 0
User Friendly Minecraft Mod for Early Detection of Alzheimer's Disease in Young Adults 用户友好的Minecraft模型早期检测阿尔茨海默病的年轻人
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017770
Satoko Ito, Marcel Wira, R. Thawonmas
{"title":"User Friendly Minecraft Mod for Early Detection of Alzheimer's Disease in Young Adults","authors":"Satoko Ito, Marcel Wira, R. Thawonmas","doi":"10.1109/GEM56474.2022.10017770","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017770","url":null,"abstract":"We propose a user-friendly system for early detection of Alzheimer's Disease (AD). The proposed system is an improved version of a state-of-the-art system (SOTA), especially in the “usability/playability” factor of user experience. In recent years, dementia has become a social problem worldwide, and studies on early detection of it have been increasingly focused on. Spatial navigation, in particular, the in-game traveled distance, is considered one of the most critical keys that enable early AD detection. Both systems utilize the in-game traveled distance and a popular game called Minecraft. A user evaluation was conducted that confirms the proposed system outperforms SOTA in terms of the usability and playability factor and another factor about visual aesthetics, both with statistical significance.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114660357","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}
引用次数: 0
Heart Failure Diagnosis VR Simulator 心力衰竭诊断VR模拟器
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017966
B. Perez-Gutierrez, Lizeth Vega-Medina, Osmar Perez
{"title":"Heart Failure Diagnosis VR Simulator","authors":"B. Perez-Gutierrez, Lizeth Vega-Medina, Osmar Perez","doi":"10.1109/GEM56474.2022.10017966","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017966","url":null,"abstract":"This paper presents a virtual reality (VR) simulator for the treatment of a virtual patient with heart failure condition. The proposed simulator is composed by a VR headset with tracked controls and a virtual environment of the doctor's office and a examination room with the specialized equipment for the diagnosis. The entire workflow of the simulation is based on a graph derived from the heart failure guidelines of American Heart Association. A preliminary human factors study demonstrates the potential use and applicability of the prototype for clinical training.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"242 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115213455","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}
引用次数: 0
A Visual Programming Interface for Experimenting with Volumetric Video 一个用于实验体积视频的可视化编程接口
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017777
A. Hogue, C. Poremba, Veronika Szkudlarek, Nick Fox-Gieg, A. Quevedo, Colin Orian, Jakob Anderson
{"title":"A Visual Programming Interface for Experimenting with Volumetric Video","authors":"A. Hogue, C. Poremba, Veronika Szkudlarek, Nick Fox-Gieg, A. Quevedo, Colin Orian, Jakob Anderson","doi":"10.1109/GEM56474.2022.10017777","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017777","url":null,"abstract":"Volumetric video is an emerging form of digital media that remains restrictive and less accessible for artists and creators. This is largely due to the prevalence of high-end expensive commercial systems and the lack of free/open-source development tools allowing for algorithmic experimentation. Although volumetric video is gaining momentum in various fields (e.g., education, training, entertainment), the technology presents a disruption for artists and creators. This paper presents a new visual programming interface named Volnodes, designed for maximum flexibility to process volumetric data focused on the needs of independent digital media creators. Results indicate that Volnodes is highly flexible and capable of leveraging existing algorithms/scripts/executables within a dataflow-centric pipeline.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123174457","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}
引用次数: 0
Teaching Emotional Regulation and Awareness Through a Virtual Reality Rhythm Game 通过虚拟现实节奏游戏教授情绪调节和意识
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017887
Laura Montenegro Jaramillo, Maria Bohorquez Arevalo, R. Lachman
{"title":"Teaching Emotional Regulation and Awareness Through a Virtual Reality Rhythm Game","authors":"Laura Montenegro Jaramillo, Maria Bohorquez Arevalo, R. Lachman","doi":"10.1109/GEM56474.2022.10017887","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017887","url":null,"abstract":"Programs designed to promote social-emotional learning (SEL) in high-school students are increasingly being used in schools to facilitate academic and life success, including teaching how to identify and manage emotions. This paper explores the use of VR and drumming in emotional regulation through the development of HeartTune, a VR rhythm game that complements self-awareness and self-management learning. The game is developed with the participation of Coschool, a program in Colombia that uses culturally-appropriate experiences to teach emotional-regulation skills to at-risk youth, and seeks to help students develop skills such as relaxation techniques, emotional expression, and emotional literacy through culturally-situated rhythm gaming.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127553288","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}
引用次数: 0
Data Analysis and Friendship Prediction for Twitch Streamers 数据分析和友谊预测抽搐流
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017732
Elham Azizi, Loutfouz Zaman
{"title":"Data Analysis and Friendship Prediction for Twitch Streamers","authors":"Elham Azizi, Loutfouz Zaman","doi":"10.1109/GEM56474.2022.10017732","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017732","url":null,"abstract":"Designing recommendation systems for social networks is a common practice, and live-streaming platforms are not an exception. However, due to data and processing limitations not much work has been done to analyze these networks. In this paper, we analyzed a Twitch network gamers dataset and designed a new recommendation framework based on the specific characteristics of this dataset. The framework consists of three different layers: data, interest, and recommendation layer, each considering specific tasks. The results show the effectiveness of these friendship connection predictions among users.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115709239","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}
引用次数: 0
Win Prediction from the Snowball Effect Perspectives 从雪球效应的角度预测胜利
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017891
C. Jung, H. Kim
{"title":"Win Prediction from the Snowball Effect Perspectives","authors":"C. Jung, H. Kim","doi":"10.1109/GEM56474.2022.10017891","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017891","url":null,"abstract":"The global E-sports market has been growing steadily. In particular, “League of Legends” holds large international competitions every year, and professional leagues are held in each region. This paper conducted a study to predict advantageous teams in real-time using the time series data of League of Legends. A dataset was built by collecting game data with the API provided by Riot Games. Existing win-loss prediction studies using time series data have a limitation in that they learn as the final win-loss team without considering the flow of the game. To compensate for this, we propose a method of classifying advantageous real-time teams based on global gold indicators and learning with time series models. We trained LSTM, GRU, and RNN models using 76 features that subdivided the collected in-game data by position. As a result, our experiments show that all three models achieve an accuracy of more than 91 %.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126256154","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}
引用次数: 0
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