A. Slimani, Lotfi Elaachak, F. Elouaai, M. Bouhorma
{"title":"Evaluation-Driven Design for Serious Games, the Multilayer Methodology and Collaborative Framework","authors":"A. Slimani, Lotfi Elaachak, F. Elouaai, M. Bouhorma","doi":"10.1109/VS-GAMES.2016.7590347","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590347","url":null,"abstract":"Serious games are an enjoyable and memorable learning process, they can increase participant interest to make choices and solve problems in order to achieve the learning goals. The multi-layer methodology focuses on design evaluation and collaboration between the expert, designer, and player. This new approach provides an effective assistance and visibility during the achievement of serious games and improves the combination of learning and entertainment fields, although it requires an implementation on a design process to allow the flexible interaction between methodology layers and design phases. In this paper, we define the multilayer methodology and how can actors collaborate to provide an effective design. Finally, we propose the integration of methodology as evaluation stage on the rapid prototyping process.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"59 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":"122338199","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":"Procedural Modeling in Archaeology: Approximating Ionic Style Columns for Games","authors":"R. Konecny, Stella Sylaiou, F. Liarokapis","doi":"10.1109/VS-GAMES.2016.7590358","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590358","url":null,"abstract":"This paper demonstrates how procedural modeling and computer graphics techniques can be combined for creating fast, accurate and realistic modeling of archaeological parts of buildings which can be used for games and virtual environments. As a case study the Ionic order of Greek and Roman temples is examined. In particular, the temple of Portunus in Rome, Italy was used as a case study. A set of geometric algorithms for computing shape points based on curved surfaces are presented, which allows creating the majority of Ionic temples. Evaluation of the results is performed based on the Hausdorff and Fréchet distances and results indicate that the proposed method provides a very good approximation for generating accurate Ionic order temples. However, ornaments that usually decorate the column capital have not been taken into account in this paper.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"19 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":"115300179","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":"Virtual World of Video Games","authors":"Evgenii Akchelov, E. Galanina","doi":"10.1109/VS-GAMES.2016.7590379","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590379","url":null,"abstract":"This article is dedicated to the phenomenon of video games virtual world. We have overviewed specific literature that let us formulate the generalized definition of virtual world: computer- based three or two dimensional environment or space that can simulate real world where users represented by avatars are able to communicate or interact simultaneously or synchronically. This definition is quite limited when it comes to virtual non-ICT worlds. To understand the essence of virtual world we referred to postmodern philosophy that implies the possibility of multiple full fledged worlds. We have formulated one thesis stating that virtual world is the universum of simulacra and the second thesis stating that virtual world is fiction, imaginary and illusory, that becomes real and actual in the process of interaction between the Architect of a virtual world and the Beholders. The article proposes a new view on virtual world of video games.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"16 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":"131552870","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}
J. A. Piedra-Fernandez, A. Cangas, J. J. Ojeda-Castelo, Diego Cangas, A. Fernández-García
{"title":"Stigma-Stop a Serious Game against the Stigma in Mental Disorders","authors":"J. A. Piedra-Fernandez, A. Cangas, J. J. Ojeda-Castelo, Diego Cangas, A. Fernández-García","doi":"10.1109/VS-GAMES.2016.7590367","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590367","url":null,"abstract":"In this work, a serious game is presented to sensitize young people to stigma in mental health. This a video game, developed by a multidisciplinary team (computer scientists, psychologists, psychiatrists and educators), features characters that have different mental disorders. It provides different information about what mental illness is while the player interacts with the characters in different ways, indicating which the most appropriate reactions are. There are also various short-games aimed at eradicating stigma. The game will be available for free to teenagers and college students. Furthermore, it can be used both independently and as part of other existing programs in schools against stigma of mental disorders.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"50 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":"132915724","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":"A Kinesthetic Approach to Digital Heritage Using Leap Motion: The Cycladic Sculpture Application","authors":"S. Vosinakis, P. Koutsabasis, D. Makris, E. Sagia","doi":"10.1109/VS-GAMES.2016.7590334","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590334","url":null,"abstract":"Recent advances in low-cost sensor technologies, such as Microsoft Kinect and Leap Motion allow bare hand or full body interactions to be easily included in interactive 3D applications. It has already been recognized that museums and heritage institutions can significantly benefit from this new paradigm by providing a more experiential and engaging approach to culture through interactive installations. This paper presents the development and evaluation of a cultural heritage application for learning about Cycladic sculpture, which places users in the role of the sculptor and lets them progressively create a statue by selecting and applying the appropriate tools. The application is based on bare hand interactions supported by Leap Motion. The evaluation results indicate that users found the experience positive and engaging, and lead to a number of issues for further consideration regarding the system setup and the user experience.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"7 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":"117138294","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":"A Game Design Method for Therapeutic Games","authors":"S. Mader, G. Levieux, S. Natkin","doi":"10.1109/VS-GAMES.2016.7590333","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590333","url":null,"abstract":"One of the most problematic issues in healthcare is the patient's lack of adherence to the therapy. Patients' motivation is indeed hard to maintain when they have to execute repetitive, boring or tedious exercises. In such cases, they tend to practice less regularly and even to entirely give up the therapeutic protocol. Fortunately, therapeutic exercises can very often be turned into compelling games. Such textit{therapeutic games} are considered as a very promising solution to the patient adherence problem. Yet, therapeutic games are very complex to design : 1. the gameplay is particularly constrained, e.g. the game has to both motivate the patient and provide the therapeutic effects 2. the game must be evaluated on both its medical and motivational results, and 3. relevant health knowledge is hard to share between health experts and game designers. In this paper, we propose a game design method for therapeutic games that provides guidance for every step of the design, along with tools for every design challenges we identified.","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":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123124843","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":"Stroke Event Simulator Using Virtual Reality","authors":"Pavlos Nicolaou, Michael Loizou, F. Loizides","doi":"10.1109/VS-GAMES.2016.7590368","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590368","url":null,"abstract":"This poster presents the initial stages of an investigation of a realistic virtual reality scenario aimed at increasing the compassion people feel for people that have suffered a stroke. A Bespoke Virtual Reality environment was developed using the UNITY 3D system, expanded from previous working methodological environments. A scenario was implemented within this environment which was then pilot tested by a cohort of nursing students with positive results.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"32 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":"125906865","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}
Georgia Kontogianni, Christos Koutsaftis, M. Skamantzari, A. Georgopoulos, Christina Chrysanthopoulou
{"title":"Developing and Exploiting 3D Textured Models for a Serious Game Application","authors":"Georgia Kontogianni, Christos Koutsaftis, M. Skamantzari, A. Georgopoulos, Christina Chrysanthopoulou","doi":"10.1109/VS-GAMES.2016.7590344","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590344","url":null,"abstract":"In the field of Cultural Heritage there are many Serious Games applications. 3D models of cultural heritage objects created with 3D modelling methods preserving realism and detail can be a very useful tool for Serious Games if exploited correctly and suitably. In this paper a composite SG application is developed and presented using such realistic 3D models produced by Geomatics techniques. The construction of these 3D models is presented along with the application, which consists of three different options for the user: A virtual navigation to the site with some questions, a visit to the museum of a monument and an educational quiz game concerning the architectural reconstruction of this monument.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"236 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":"131724463","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}
Eliseo Reategui, Marlom Zotti Bittencourt, J. Mossmann
{"title":"Students' Attitudes in Relation to Exergame Practices in Physical Education","authors":"Eliseo Reategui, Marlom Zotti Bittencourt, J. Mossmann","doi":"10.1109/VS-GAMES.2016.7590369","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590369","url":null,"abstract":"Exergames, or active video games, opened new possibilities for the diversification of Physical Education practices at school, allowing students to exercise while playing digital games. In this paper we present a study that focused on the understanding whether exergames could contribute to the development of positive student attitude toward Physical Education. In the study carried out, the attitude of a group of 28 students was evaluated under a double component perspective involving affective and cognitive aspects. The participants attended an exergame lab once a week, for a period of 20 weeks. After this period, all of them answered the Student Attitude Toward Physical Education Survey (SATPES). Results led to the conclusion that exergame practices have a good potential to be integrated into the Physical Education curriculum, opening new possibilities for the use of technology in classes.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"5 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":"128548578","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":"Virtual Reality Simulation Training for Student Nurse Education","authors":"James P. Elliman, Michael Loizou, F. Loizides","doi":"10.1109/VS-GAMES.2016.7590377","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590377","url":null,"abstract":"In this paper, the current developments for Virtual Reality (VR) simulation in the Nursing Education sector is investigated with the design and implementation of a 'serious game' that utilizes the increased immersive user experience of Head-Mounted Display (HMD) headset in a task orientated simulation. A hospital ward was recreated and populated with Virtual Patients (VPs) suffering from Dementia (a neuro-degenerative disease) and various other None-Player-Characters (NPCs) such as friends, family members and hospital staff for further representation of the nursing role and responsibilities in a realistic environment. This paper identifies future areas of development for the field and its significance on student education today with foundations documented from testing with university nursing students.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"43 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":"116335624","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}