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

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Immersive Orchestras: Audio Processing for Orchestral Music VR Content 沉浸式管弦乐队:管弦乐VR内容的音频处理
J. Janer, E. Gómez, A. Martorell, M. Miron, B. Wit
{"title":"Immersive Orchestras: Audio Processing for Orchestral Music VR Content","authors":"J. Janer, E. Gómez, A. Martorell, M. Miron, B. Wit","doi":"10.1109/VS-GAMES.2016.7590352","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590352","url":null,"abstract":"This paper combines Audio Signal Processing and Virtual Reality (VR) content to create novel immersive experiences for orchestral music audiences. In VR, the auralization of sound sources of recorded live content remains still a rather unexplored topic. We aim to build a multimodal experience, where visual and audio cues bring a sonic augmentation of the real scene. In the particular scenario of orchestral music content, our goal is to acoustically zoom on a particular instrument when the VR user stares at it. This work aims to improve the learning aspects of music listening, either for education or for personal enrichment. We use audio signal processing to separate different sound sources (instruments) in a acoustic scene (orchestral music recording). Given the signals captured by multiple microphones and the musical score of the piece, our system is able to isolate the different instruments. From the processed separated tracks, we use a binaural rendering technique to emphasize a give instrument. For these experiments we used original content from top European orchestras.","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":"128103740","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
Virtual Museum: Playful Visitor Experience in the Real and Virtual World 虚拟博物馆:真实和虚拟世界中有趣的游客体验
M. Pivec, Anika Kronberger
{"title":"Virtual Museum: Playful Visitor Experience in the Real and Virtual World","authors":"M. Pivec, Anika Kronberger","doi":"10.1109/VS-GAMES.2016.7590376","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590376","url":null,"abstract":"In this paper we present virtual museum as an extension to the real museum, and outline different possibilities of using technology based display of virtual content to create a unique and individual visitor experience. We look into innovation of virtual museum from the perspective of added value to the displayed content, and innovative interaction with the content. Based on examples three areas of creating a playful visitor experience are explored more in detail: apps and games for using at home or in classroom specifically addressing younger visitors, virtual tours allowing for non-physical field trips, and museum quests that are combining virtual and real world. In conclusions, further deployment possibilities of combining virtual and real for interactive and conversational visitor experience are also discussed.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"53 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":"132594153","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: 12
Game Prototype for Understanding Safety Issues of Life Boat Launching Process 理解救生艇下水过程安全问题的游戏原型
Min Jiang, Jian Chang, Mark Dodwell, Jeremy Jekins, Hui-jun Yang, Jianjun Zhang
{"title":"Game Prototype for Understanding Safety Issues of Life Boat Launching Process","authors":"Min Jiang, Jian Chang, Mark Dodwell, Jeremy Jekins, Hui-jun Yang, Jianjun Zhang","doi":"10.1109/VS-GAMES.2016.7590351","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590351","url":null,"abstract":"Novel advanced game techniques provide us with new possibilities to mimic a complicated training process, with the benefit of safety enhancement. In this paper, we design and implement a 3D game which imitates the lifeboat launching process. Lifeboat launching is such a complex but vital process which can on one side saving people's life on sea and on the other side associating many potential hazards. It involves both the tractor manoeuvres and boat operations. The primary objective of the game is to allow novices to better understand the sequence of the operations in launching process and manager the potential hazards happening during the launching. There is also great educational significance with the promotion of the game to the general public for enhanced awareness of safety issues. The key modules of the game are designed based on physical simulation which gives the players enhanced plausible cognition and enjoyable interaction.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"81 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":"130274394","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
Program with Ixquic: Educative Games and Learning in Augmented and Virtual Environments 程序与Ixquic:教育游戏和学习在增强和虚拟环境
Carmen Ramos, Tania Patino
{"title":"Program with Ixquic: Educative Games and Learning in Augmented and Virtual Environments","authors":"Carmen Ramos, Tania Patino","doi":"10.1109/VS-GAMES.2016.7590359","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590359","url":null,"abstract":"Program with Ixquic, is aimed at students who are ages 18 to 20 years. Before beginning the first classes of introduction to programming, data structures, etc. they do not know anything about programming, yet they are interested in learning some basic topics of OOP. The development of this game contains topics about Augmented Reality, Puzzles and Virtual Environment.","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":"122581343","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
Bridging Design Prototypes in the Development of Games for Formal Learning Environments 面向正式学习环境的游戏开发中的桥接设计原型
Gloria Gomez, D. Crombie
{"title":"Bridging Design Prototypes in the Development of Games for Formal Learning Environments","authors":"Gloria Gomez, D. Crombie","doi":"10.1109/VS-GAMES.2016.7590340","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590340","url":null,"abstract":"For more than 30 years, research and applied work has been reported on the huge potential of games for learning. This paper presents Bridging Design Prototypes (BDPs) as an approach that could address the remaining challenge of the successful uptake of games in formal learning environments. BDPs are functional prototypes that bring teachers and learners into a development process early: teachers adapt, re-design, and incorporate them into real activities with students without the presence of the R&D team. Designers employ them for learning about the user community, and their context of practice, and to further inform product development. Two examples illustrate how BDPs enabling novel educational practices have put teachers in control of experimentations, in a leading design role, and dissemination. It is argued that this approach could transfer well into the development of serious games in formal education.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"52 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":"122128188","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
Virtual Environment for the Training of the Hands in Minimally Invasive Thoracic Surgery 胸外科微创手术中手部训练的虚拟环境
J. A. Piedra-Fernandez, J. J. Ojeda-Castelo, Florencio Quero-Valenzuela, Inmaculada Piedra-Fernandez
{"title":"Virtual Environment for the Training of the Hands in Minimally Invasive Thoracic Surgery","authors":"J. A. Piedra-Fernandez, J. J. Ojeda-Castelo, Florencio Quero-Valenzuela, Inmaculada Piedra-Fernandez","doi":"10.1109/VS-GAMES.2016.7590375","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590375","url":null,"abstract":"The hand and eye coordination of the surgeon is one of the most important factor minimally invasive thoracic surgery. Virtual Simulation is a powerful training tool in surgery. At present, the main problems of the learning process are to reduce the learning time and to improve specific skills by the simulation. There are different options to perform tests: working with animals, with artificial tissues to simulate the pressure, and even simulators through joystick. The main disadvantage is the high cost of this systems and the complexity to replicate the situation during a real operations. In this paper, a virtual reality system is presented. This system allows to reduce the learning time and to improve the hand and eye coodination of the surgeon. Moreover, it is a low cost, portable and easy-to-use solution for future surgeons.","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":"128054500","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: 9
Variations of Facial Actions While Playing Games with Inducing Boredom and Stress 玩游戏时面部动作的变化与诱导无聊和压力
Fernando Bevilacqua, P. Backlund, H. Engström
{"title":"Variations of Facial Actions While Playing Games with Inducing Boredom and Stress","authors":"Fernando Bevilacqua, P. Backlund, H. Engström","doi":"10.1109/VS-GAMES.2016.7590374","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590374","url":null,"abstract":"This paper presents an experiment aimed at empirically exploring the variations of facial actions (FA) during gaming sessions with induced boredom and stress. Twenty adults with different ages and gaming experiences played three games while being recorded by a video camera and monitored by a heart rate sensor. The games were carefully designed to have a linear progression from a boring to a stressful state. Self-reported answers indicate participants perceived the games as being boring at the beginning and stressful at the end. The 6 hours of recordings of all subjects were manually analyzed and FA were annotated. We annotated FA that appeared in the recordings at least twice; annotations were categorized by the period when they happened (boring/stressful part of the games) and analysed on a group and on an individual level. Group level analysis revealed that FA patterns were related to no more than 25% of the subjects. The individual level analysis revealed particular patterns for 50% of the subjects. More FA annotations were made during the stressful part of the games. We conclude that, for the context of our experiment, FA provide an unclear foundation for detection of boredom/stressful states when observed from a group level perspective, while the individual level perspective might produce more information.","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":"129109512","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
Ontology-Based Interactive Animation/Game Generation for Chinese Shadow Play Preservation 基于本体的中国皮影保存交互动画/游戏生成
Hui Liang, S. Deng, Jian Chang, Jianjun Zhang, Can Chen, Ruofeng Tong
{"title":"Ontology-Based Interactive Animation/Game Generation for Chinese Shadow Play Preservation","authors":"Hui Liang, S. Deng, Jian Chang, Jianjun Zhang, Can Chen, Ruofeng Tong","doi":"10.1109/VS-GAMES.2016.7590354","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590354","url":null,"abstract":"Interactive animation generation is an attractive area of research for current animation developers in the field of virtual reality. As an essential tool for solving problems in many research areas, using standardized and structured terminologies, an ontological analysis could concisely describe the core logic of complex systems at a high level and facilitate system design. We propose a semantic framework using ontological methods to model the construction of interactive animation and promote integration process in a systematic and standardized way. A usage example is presented to provide guidance in generating animation of hand gesture based interactive Chinese shadow puppetry play for the heritage preservation of the traditional art. Domain-specific ontologies for the Chinese traditional shadow play and hand- gesture-based interaction are developed as the ontological implementation of the framework. Finally, an animation of hand-gesture-based interactive shadow play is generated.","PeriodicalId":239485,"journal":{"name":"2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"34 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":"123751610","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
Serious Games - Creating an Ecosystem for Success 严肃游戏——创造成功的生态系统
B. Goldiez, A. Angelopoulou
{"title":"Serious Games - Creating an Ecosystem for Success","authors":"B. Goldiez, A. Angelopoulou","doi":"10.1109/VS-GAMES.2016.7590362","DOIUrl":"https://doi.org/10.1109/VS-GAMES.2016.7590362","url":null,"abstract":"Serious games have been steadily increasing their use in many sectors of society, yet it seems that a true killer app remains elusive. This paper will review some existing game based efforts and explore what the research and development community is doing to bring game use and game engines more into the mainstream of society. It is the authors'' view that three major impediments that must be worked on in creating the ''killer app'' are related to culture, validity, and business models. Culture is meant to encompass generational issues between users and decision makers as well as organizational inertia. Validity includes a statistically valid methodology that the game performs as intended. The business model entails intellectual property, development costs, and pricing. Each of these items is discussed individually and collectively with respect to creating an ''ecosystem'' of furthering the use of serious games in society. This paper reflects on these aforementioned items through a review of the literature and through selective discussions with experts in gaming education and use. Suggestions are made throughout the paper on ways to continue to accelerate adoption of serious 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":"121742812","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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