2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)最新文献

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Algorithms and Approaches for Procedural Terrain Generation - A Brief Review of Current Techniques 程序地形生成的算法和方法-当前技术的简要回顾
Thomas J. Rose, Anastasios G. Bakaoukas
{"title":"Algorithms and Approaches for Procedural Terrain Generation - A Brief Review of Current Techniques","authors":"Thomas J. Rose, Anastasios G. Bakaoukas","doi":"10.1109/VS-GAMES.2016.7590336","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590336","url":null,"abstract":"This paper aims to discuss existing approaches to procedural terrain generation for games. This will include both the many functions that are used to generate 'noise' (something that has proved exceptionally useful in procedural terrain and texture synthesis) as well as some advanced procedural content generation techniques. The paper concludes with a summary of the discussed material while attempting to highlight areas for future research.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129731490","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: 11
Design for Collaboration in Mixed Reality: Technical Challenges and Solutions 混合现实中的协同设计:技术挑战和解决方案
E. Peters, B. Heijligers, Josse de Kievith, Xavier Razafindrakoto, Ruben van Oosterhout, Carlos Santos, I. Mayer, M. Louwerse
{"title":"Design for Collaboration in Mixed Reality: Technical Challenges and Solutions","authors":"E. Peters, B. Heijligers, Josse de Kievith, Xavier Razafindrakoto, Ruben van Oosterhout, Carlos Santos, I. Mayer, M. Louwerse","doi":"10.1109/VS-GAMES.2016.7590343","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590343","url":null,"abstract":"One of the key challenges in the rapid technological advance of Virtual Reality (VR) and Mixed Reality (MR) concerns the design of collaborative experiences. VR systems do not readily support team collaboration because they tend to focus on individual experiences and do not easily facilitate naturalistic collaboration. MR environments provide solutions for collaborative experiences, but establishing smooth communication between hardware components and software modules faces a major hurdle. This paper presents the background to and main challenges of an ongoing project on collaboration in an MR lab, aiming to design a serious 'team collaboration' game. To this end, we utilized a common game engine to engineer a cost-effective solution that would make the game playable in a configuration operated by WorldViz and Volfoni equipment. Evaluation of various solutions in the development process found a Unity 3D Cluster Rendering Beta solution to be the most cost-effective and successful.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"238 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123054387","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: 24
Zoom: A Serious Games Intervention Design Model - When Games Alone Are Not Enough! Zoom:一个严肃的游戏干预设计模型——当游戏本身是不够的!
A. Brooks
{"title":"Zoom: A Serious Games Intervention Design Model - When Games Alone Are Not Enough!","authors":"A. Brooks","doi":"10.1109/VS-GAMES.2016.7590384","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590384","url":null,"abstract":"This article posits reflections from the author's mature body of work that resulted in sizeable national (Denmark) and international (European) funded projects, a patent, commercial product, and a Serious Games company. Main focus is on sharing a two-stage in-action and on-action emergent model for evaluating the use of ICT (serious games and creative expression) in healthcare and learning intervention. The model, first published in 2005, being emergent, has evolved to suggest being applicable beyond existing contexts and situations e.g. informal, non-formal and formal. Thus, to advance the model, third party review, applied use and assessment toward discussions of pluses, minuses and possible improvements is welcomed. Additionally, within the model a secondary emphasis argues briefly, but importantly, how researching applied contemporary ICT requires an additional specific research ethic consideration. To position these foci, the author's research is first introduced.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130354724","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
Becoming the Maestro - A Game to Enhance Curiosity for Classical Music 成为大师-一个游戏,提高对古典音乐的好奇心
Álvaro Sarasúa, M. Melenhorst, C. F. Julià, E. Gómez
{"title":"Becoming the Maestro - A Game to Enhance Curiosity for Classical Music","authors":"Álvaro Sarasúa, M. Melenhorst, C. F. Julià, E. Gómez","doi":"10.1109/VS-GAMES.2016.7590338","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590338","url":null,"abstract":"Classical music is associated with a set of social and cognitive barriers that prevent potentially interested novice classical music listeners from attending concerts. The possible strategies to overcome these barriers and make the genre appealing to new audiences are diverse. In this paper, we present Becoming the Maestro, a game where users impersonate the conductor of an orchestra during a concert in a way that allows them to better understand musical concepts of symphonic music. A user study of the game prototype with 20 subjects proved that the game succeeded in increasing curiosity for classical music.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"179 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115999831","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: 5
Computers or Tablets? Choosing Devices for Educational Videogames 电脑还是平板电脑?为教育类电子游戏选择设备
Alejandro Romero-Hernández, Cesar Diaz-Faes Perez, Manuel Gonzalez Riojo, Antonio Calvo-Morata, Borja Manero
{"title":"Computers or Tablets? Choosing Devices for Educational Videogames","authors":"Alejandro Romero-Hernández, Cesar Diaz-Faes Perez, Manuel Gonzalez Riojo, Antonio Calvo-Morata, Borja Manero","doi":"10.1109/VS-GAMES.2016.7590342","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590342","url":null,"abstract":"Educational videogames are a very effective tool in the learning process, especially for the current generation, known as the digital natives generation. Many studies have shown their benefits in different fields, using computers and mobile devices, among others. Nevertheless, we have not found in the literature any comparative research between these two platforms. Is one of the platforms more effective than the other to improve the learning process with videogames? In this paper we present the research results by using \"The courtesy of Spain\", a videogame created to teach its namesake classical theater play's plot by the Spanish playwright Lope de Vega. The videogame was designed to be played in a same way on computers and mobile devices. A quasi-experiment was carried out with control group and experimental group. 141 students between 9 and 11 years old from a school in the Autonomous Community of Madrid (Spain), with no previous knowledge of the play participated in the experiment. The experimental group played on a tablet, while the control group played on a computer. The researchers' first impressions were that the best results would be on tablets due to their ease of use and their great reception among young people. However, the results show statistically significant differences in favor of the computer. They reveal that: 1) the device on which an educational videogame is played is important for its effectiveness and 2) perhaps, in the field of educational videogames, the urgency of replacing the devices that is patent in the industry is not backed up by a greater effectiveness of them.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"101 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124622761","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
Come Fly with Me - Perceive the World through a Mosquito's Senses 跟我一起飞——用蚊子的感官来感知世界
Christopher Stifter, Sarah Edenhofer, S. Mammen
{"title":"Come Fly with Me - Perceive the World through a Mosquito's Senses","authors":"Christopher Stifter, Sarah Edenhofer, S. Mammen","doi":"10.1109/VS-GAMES.2016.7590341","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590341","url":null,"abstract":"Mosquitoes are one of the deadliest animal families in the world. They occur in a huge variety with different traits. In a lot of genera, the female mosquitoes suck blood from hosts for being able to reproduce. As a result, mosquitoes are a major vector of infectious diseases. For tracking down their prey, mosquitoes are equipped with specialised senses.We present a serious game in which the player adapts the perspective of a mosquito, thereby understanding the world from a different angle. Accordingly, the player controls the mosquito from a first person view. His objective is finding prey and sucking blood relying on a mosquito's senses. By means of a survey we show that the simulation is suited for gaining knowledge about the mosquito's hunting behaviour.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"2016 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128044233","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
Virtual Reality-Based Holistic Framework: A Tool for Participatory Development of Customised Playful Therapy Sessions for Motor Rehabilitation 基于虚拟现实的整体框架:一种参与式开发的工具,用于运动康复的定制游戏治疗会议
Ioannis Paraskevopoulos, Emmanuel Tsekleves, A. Warland, C. Kilbride
{"title":"Virtual Reality-Based Holistic Framework: A Tool for Participatory Development of Customised Playful Therapy Sessions for Motor Rehabilitation","authors":"Ioannis Paraskevopoulos, Emmanuel Tsekleves, A. Warland, C. Kilbride","doi":"10.1109/VS-GAMES.2016.7590378","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590378","url":null,"abstract":"The research in-progress presented in this paper proposes a holistic VR-based framework for participatory design of Serious Games for motor rehabilitation. The proposed framework is devised in layers that facilitate the mapping of game mechanics to playful therapeutic exercise games. The framework proposed can be disease agnostic and applies to a wider range of service users, regardless of their condition and motor functional capacity. The pilot study design for evaluating the proposed solution is also presented.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130841541","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: 14
Web-Based Live Speech-Driven Lip-Sync 基于网络的实时语音驱动对口型
G. Llorach, A. Evans, J. Blat, G. Grimm, V. Hohmann
{"title":"Web-Based Live Speech-Driven Lip-Sync","authors":"G. Llorach, A. Evans, J. Blat, G. Grimm, V. Hohmann","doi":"10.1109/VS-GAMES.2016.7590381","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590381","url":null,"abstract":"Virtual characters are an integral part of many games and virtual worlds. The ability to accurately synchronize lip movement to audio speech is an important aspect in the believability of the character. In this paper we propose a simple rule-based lip-syncing algorithm for virtual agents using the web browser. It works in real-time with live input, unlike most current lip-syncing proposals, which may require considerable amounts of computation, expertise and time to set up. Our method generates reliable speech animation based on live speech using three blend shapes and no training, and it only needs manual adjustment of three parameters for each speaker (sensitivity, smoothness and vocal tract length). Our proposal is based on the limited real-time audio processing functions of the client web browser (thus, the algorithm needs to be simple), but this facilitates the use of web based embodied conversational agents.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"73 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128588488","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: 15
Woes of an RCT for Game-Based Learning Research - Past Problems and Potential Solutions 基于游戏的学习研究的随机对照试验的困境-过去的问题和潜在的解决方案
Andrea Gauthier, J. Jenkinson
{"title":"Woes of an RCT for Game-Based Learning Research - Past Problems and Potential Solutions","authors":"Andrea Gauthier, J. Jenkinson","doi":"10.1109/VS-GAMES.2016.7590382","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590382","url":null,"abstract":"Randomized controlled trials (RCTs) are the gold standard for scientific research but pose many obstacles for game-based learning (GBL) studies. This poster is intended to foster a discussion about RCTs by summarizing two recent trials performed by the authors and comparing the distinctly different protocols including length of stimulus exposure, levels of internal and external validity, and sample size considerations. Finally, a proposed protocol for a third RCT is presented that attempts to reconcile the pros and cons from the previously described studies, while maintaining rigour in the research - the authors seek feedback from conference attendees as to the protocol's viability.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132313069","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
Yoway: Coupling Narrative Structure with Physical Exploration in Multi-Linear Locative Narratives Yoway:多线性位置叙事中叙事结构与物理探索的耦合
Joaquim Colás, Alan Tapscott, V. Righi, A. Moghnieh, J. Blat
{"title":"Yoway: Coupling Narrative Structure with Physical Exploration in Multi-Linear Locative Narratives","authors":"Joaquim Colás, Alan Tapscott, V. Righi, A. Moghnieh, J. Blat","doi":"10.1109/VS-GAMES.2016.7590383","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590383","url":null,"abstract":"Locative narratives can implement different modes of coupling of the physical space and the narrative content, impacting how the user experiences and understands the story. Narrative causal relations are difficult to maintain when the user can freely explore the physical environment. In this paper we focus on multiple interlaced narratives, and the relation among narrative design, physical space and interaction, and its influence on the players'' exploration mode, story comprehension, and immersion. We conducted an in-situ user study with YoWay, a locative narrative app that presents three intertwined historical fictions in the Glories area of Barcelona. Results show how users were able to combine linear navigation with simultaneous exploration of spatially close contents from interrelated storylines, achieving a good understanding of the story and engaging with the experience.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"93 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121295271","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: 3
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