EAI Endorsed Trans. Serious Games最新文献

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Encouraging persons to visit cultural sites through mini-games 通过小游戏鼓励市民参观文化古迹
EAI Endorsed Trans. Serious Games Pub Date : 2018-01-04 DOI: 10.4108/eai.4-1-2018.153531
Massimo Mecella, F. Leotta, Andrea Marrella, Federico Palucci, Chiara Seri, T. Catarci
{"title":"Encouraging persons to visit cultural sites through mini-games","authors":"Massimo Mecella, F. Leotta, Andrea Marrella, Federico Palucci, Chiara Seri, T. Catarci","doi":"10.4108/eai.4-1-2018.153531","DOIUrl":"https://doi.org/10.4108/eai.4-1-2018.153531","url":null,"abstract":"Gamification has been recently proposed as a technique to improve user engagement in different activities, including visits to cultural sites and cultural tourism in general. We present the design, development and initial validation of the NEPTIS Poleis system, which consists of a mobile application and a Web interface for curators, allowing the definition, and subsequent fruition by users, of different minigames suitable for open-air assets. Received on 6 December 2017; accepted on 13 December 2017; published on 4 January 2018","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-01-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134161677","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: 6
Towards a new requirements' definition methodology using ontologies for Pervasive Games Based Learning Systems 基于本体的普适游戏学习系统需求定义方法研究
EAI Endorsed Trans. Serious Games Pub Date : 2018-01-04 DOI: 10.4108/eai.4-1-2018.153533
Yemna Mejbri, Maha Khemaja, K. Raies
{"title":"Towards a new requirements' definition methodology using ontologies for Pervasive Games Based Learning Systems","authors":"Yemna Mejbri, Maha Khemaja, K. Raies","doi":"10.4108/eai.4-1-2018.153533","DOIUrl":"https://doi.org/10.4108/eai.4-1-2018.153533","url":null,"abstract":"Since a Pervasive Games Based Learning System (PGBLSs) is considered as technology enhanced learning system, it becomes important to enhance the development process. Despite the growing presence of mobile devices and the wireless network communication technologies, users needs satisfaction is particularly challenging due to problems arising from the highly dynamic environments in which services will operate. We propose, in this paper, a semantic model driven requirements engineering process in order to improve the development of PGBLSs. This model is based on an ontology of requirements (RO) as a powerful formalism to assist requirements' analysts for fulfilling changing requirements in PGBLSs dynamic contexts. In such environments, analysts have to establish the relative priorities of requirements for resolving conflicting requests. For this issue, a requirements analysis technique is also proposed.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-01-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125752448","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
Dynamic Difficulty Adjustment through a Learning Analytics Model in a Casual Serious Game for Computer Programming Learning 基于学习分析模型的计算机编程学习休闲严肃游戏动态难度调整
EAI Endorsed Trans. Serious Games Pub Date : 2017-12-27 DOI: 10.4108/eai.27-12-2017.153509
Adilson Vahldick, A. J. Mendes, M. Marcelino
{"title":"Dynamic Difficulty Adjustment through a Learning Analytics Model in a Casual Serious Game for Computer Programming Learning","authors":"Adilson Vahldick, A. J. Mendes, M. Marcelino","doi":"10.4108/eai.27-12-2017.153509","DOIUrl":"https://doi.org/10.4108/eai.27-12-2017.153509","url":null,"abstract":"Teachers have used games as a support tool to engage students in learning tasks. As they often record student’s performance as learning progresses, it is interesting and useful to discuss how that information can be used to assess learning and to improve the learning experience. For instance, teachers can use that information to give personalized attention in classes and the game can use it to provide challenges of the “right” difficulty. In computer programming learning, games can provide an alternative way to introduce concepts and, mainly, to practice them. This paper proposes a model to identify the students’ progress considering their performance in programming tasks. The model is demonstrated by an implementation in a casual computer programming serious game. We illustrate how this game could use this model to personalize its challenges.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-12-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123866431","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: 8
The Impact of Gamified Social-Media Mobile Challenges on Mental Well-being 游戏化社交媒体移动挑战对心理健康的影响
EAI Endorsed Trans. Serious Games Pub Date : 2017-12-27 DOI: 10.4108/eai.27-12-2017.153513
Pedro F. Campos
{"title":"The Impact of Gamified Social-Media Mobile Challenges on Mental Well-being","authors":"Pedro F. Campos","doi":"10.4108/eai.27-12-2017.153513","DOIUrl":"https://doi.org/10.4108/eai.27-12-2017.153513","url":null,"abstract":"Mental well-being is an intangible, subjective perception of our own emotions and cognitive capabilities. With the rise of social networks, connectivity and media consumption have seen dramatic changes, and serious games have been applied in many different ways as an effective approach for improving mental well-being. In this work, we focus on understanding how mental well-being relates to people’s routines, what dangers and recommendations we should be aware of, and what opportunities exist to leverage current technologies in order to improve people’s lives. In this paper we present Spark, a mobile application where everyone in the world participates in a single challenge every 25 hours. Each challenge asks the user to perform an activity, capturing that moment with a photo, and then sharing it. As the user participates in different challenges over time, a record of the activities is always accessible. This encourages the user to relive positive past experiences, and take note of his accomplishments. We evaluated the tool during a six-month long study where participants ranked their weekly levels of mental well-being. The results suggest there is a positive impact of the gamified challenges in the overall perception of mental well-being.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"619 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-12-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133067447","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
Learning and Long-Term Retention of a Complex Sensorimotor Task Within an Immersive Virtual Reality Environment in a Non-Injured Population 非受伤人群沉浸式虚拟现实环境中复杂感觉运动任务的学习和长期记忆
EAI Endorsed Trans. Serious Games Pub Date : 2017-12-27 DOI: 10.4108/eai.27-12-2017.153512
Amanda E. Markham, Kathrine A. Haluch, T. Viboch, J. Collins, P. Sessoms
{"title":"Learning and Long-Term Retention of a Complex Sensorimotor Task Within an Immersive Virtual Reality Environment in a Non-Injured Population","authors":"Amanda E. Markham, Kathrine A. Haluch, T. Viboch, J. Collins, P. Sessoms","doi":"10.4108/eai.27-12-2017.153512","DOIUrl":"https://doi.org/10.4108/eai.27-12-2017.153512","url":null,"abstract":"Task-specific training in immersive virtual reality environments (IVREs) can provide practice for skills that are transferred to real-world settings. The present study examined skill acquisition and retention of a non-injured population performing a complex, sensorimotor navigation task in the Computer Assisted Rehabilitation Environment (CAREN). Seventeen subjects participated twice weekly for 6 weeks, with follow-up visits at 3-month intervals for 1 year. Subjects performed a navigation task, where they drove a virtual boat through a scene using weight shifting and body movement. Subjects improved over time on all outcome measures. A significant effect was observed for visit number on total score, time to complete the task, number of buoys navigated successfully, and number of penalties incurred. Task-specific training in IVREs may be effective for operational skills training and rehabilitation of injured populations by employing tasks that lead to long-term retention.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-12-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129512659","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
Enabling collective awareness of energy use via a social serious game 通过一个严肃的社交游戏,让大家意识到能源的使用
EAI Endorsed Trans. Serious Games Pub Date : 2017-12-27 DOI: 10.4108/eai.27-12-2017.153510
Aikaterini Bourazeri, J. Pitt, S. Arnab
{"title":"Enabling collective awareness of energy use via a social serious game","authors":"Aikaterini Bourazeri, J. Pitt, S. Arnab","doi":"10.4108/eai.27-12-2017.153510","DOIUrl":"https://doi.org/10.4108/eai.27-12-2017.153510","url":null,"abstract":"Serious games are digital games, simulations and virtual environments designed for primary purposes (e.g. teaching, learning and training) other than pure entertainment. They are experiential environments where features such as thought-provoking, informative or stimulating are as important, if not more so, than fun or entertainment. A number of serious games have been developed for energy systems that act as educational tools and help energy consumers to better understand concepts such as resource allocation, electricity prices and grid sustainability. This paper discusses the development of a serious game, the Social Mpower, which visualises a community energy system in which players should avoid energy problems (i.e. blackouts) by individually reducing their energy consumption and sustain the Common-Pool Resource (CPR) of their community. Our experimental hypothesis is that if players are “collective aware” of their individual and community consumption, they consume energy in a more e cient and e↵ective way and therefore, they can avoid potential energy problems (i.e. blackouts). Our experimental results show that Social Mpower can be productively used as an educational tool to bring a desired change in people’s behaviour towards energy consumption.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-12-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121414120","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
How annotated visualizations in self-care technology supported a stroke survivor in goal setting and reflection 自我护理技术中的可视化注释如何在目标设定和反思方面支持中风幸存者
EAI Endorsed Trans. Serious Games Pub Date : 2017-12-08 DOI: 10.4108/eai.8-12-2017.153400
B. I. Hougaard, H. Knoche
{"title":"How annotated visualizations in self-care technology supported a stroke survivor in goal setting and reflection","authors":"B. I. Hougaard, H. Knoche","doi":"10.4108/eai.8-12-2017.153400","DOIUrl":"https://doi.org/10.4108/eai.8-12-2017.153400","url":null,"abstract":"Self-management in health contexts requires patients to manage their own goal setting. Time series visualizations improve understanding of time-oriented data. But how they and interactions with them can support reflection and goal setting in selfmanagement is poorly understood. We compare findings from interviews with a health care professional and three stroke survivors on goal setting and reflection in a clinical setting with insights from a field study with one of the stroke survivors using a tablet application for self-care. Free text annotations of point plot score visualizations supported reflection but not long-term goal setting. The paper contributes a set of design guidelines for systems supporting people in their motivation and reflection in their self-rehabilitation.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129206393","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: 4
Design and Development of Games and Interactive Installations for Environmental Awareness 设计及发展提高环保意识的游戏及互动装置
EAI Endorsed Trans. Serious Games Pub Date : 2017-12-08 DOI: 10.4108/eai.8-12-2017.153402
Anna Gardeli, S. Vosinakis, Konstantinos Englezos, Dimitra Mavroudi, Manolis Stratis, Modestos Stavrakis
{"title":"Design and Development of Games and Interactive Installations for Environmental Awareness","authors":"Anna Gardeli, S. Vosinakis, Konstantinos Englezos, Dimitra Mavroudi, Manolis Stratis, Modestos Stavrakis","doi":"10.4108/eai.8-12-2017.153402","DOIUrl":"https://doi.org/10.4108/eai.8-12-2017.153402","url":null,"abstract":"Digital games and playful interactive installations are considered a promising means to raising awareness about the environment and persuading people to adopt an environmental friendly behavior. However, the selection and use of appropriate methods and paradigms for designing and evaluating such systems and successfully blending the ‘fun’ element with the messages to be communicated is still an active research issue. The aim of this paper is to investigate the benefits and drawbacks of using games and playful interactive technologies for changing people’s attitude towards the environment through a series of projects developed and publicly presented during a campaign for reducing the use of plastic bags. The development included the identification of the projects’ goals, an analysis of people, activities, target behavior and context of use, and finally the design and prototyping of the interactive installations. In total, eight projects have been developed, six interactive installations and two digital games that have been publicly presented, used and evaluated during the campaign. An additional user evaluation of the two games has been performed in the laboratory, to gain more insight on their usability and impact. The paper presents an overview of the design process and methodology, the main design elements of each project, and a number of observations and preliminary evaluation results.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129049631","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: 7
Children Designing Serious Games for Children from other Cultures 为其他文化背景的孩子设计严肃游戏
EAI Endorsed Trans. Serious Games Pub Date : 2017-12-08 DOI: 10.4108/eai.8-12-2017.153398
G. Sim, J. Read, M. Horton
{"title":"Children Designing Serious Games for Children from other Cultures","authors":"G. Sim, J. Read, M. Horton","doi":"10.4108/eai.8-12-2017.153398","DOIUrl":"https://doi.org/10.4108/eai.8-12-2017.153398","url":null,"abstract":"This paper describes a study to investigate to what extent the use of sensitizing techniques can help children design a serious game for a surrogate population. In total 25 children aged 7. 8. and 9 from a UK primary participated in three design activities. The first session was intended to inform (sensitize) the children about life in rural China. The second session briefly taught the children about aspects of food hygiene and then the third session required the children to design a serious game on this subject, for children in rural China. The outputs from the children were analysed and although all the children managed to design a game, only six related this to food hygiene, with three of these having only a single element of food hygiene present. The other nineteen children created games that were unrelated to food hygiene. In addition, only one design showed any evidence of thinking about the cultural differences of the target users, those being children in rural China. More work is required to understand what children can contribute to the general development of serious games and to the specifics of thinking about other populations.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126017861","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
Digital Games' Development Model 数字游戏的开发模式
EAI Endorsed Trans. Serious Games Pub Date : 2017-12-08 DOI: 10.4108/eai.8-12-2017.153399
Tiago Cardoso, J. Sousa, J. Barata
{"title":"Digital Games' Development Model","authors":"Tiago Cardoso, J. Sousa, J. Barata","doi":"10.4108/eai.8-12-2017.153399","DOIUrl":"https://doi.org/10.4108/eai.8-12-2017.153399","url":null,"abstract":"","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125562235","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
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