2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)最新文献

筛选
英文 中文
Balance Trucks: Using Crowd-Sourced Data to Procedurally-Generate Gameplay within Mobile Games 平衡卡车:在手机游戏中使用众包数据生成程序玩法
M. Lewis, S. Arnab, L. Morini, Samantha Clarke, L. Klopfenstein, A. Bogliolo, S. Delpriori, Alex Masters
{"title":"Balance Trucks: Using Crowd-Sourced Data to Procedurally-Generate Gameplay within Mobile Games","authors":"M. Lewis, S. Arnab, L. Morini, Samantha Clarke, L. Klopfenstein, A. Bogliolo, S. Delpriori, Alex Masters","doi":"10.1109/VS-Games.2018.8493412","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493412","url":null,"abstract":"Within the field of procedural content generation (PCG) research, the use of crowd-sensing data has, until now, primarily been used as a means of collecting information and generating feedback relating to player experience within games, and game aesthetics [1], [2]. However, crowd-sensing data can offer much more, supplying a seemingly untapped font of information which may be used within the creation of unique PCG game spaces or content, whilst providing a visible outlet for the dissemination of crowd-sensed material to users. This paper examines one such use of crowd-sensed data, the creation of a game which will reside within the CROWD4ROADS (C4RS) [3] application, SmartRoadSense (SRS) [4]. The authors will open with a brief discussion of PCG. Following this, an explanation of the features and aims of the SRS application will be provided. Finally, the paper will introduce 'Balance Trucks', the SRS game, discussing the concepts behind using crowd-sensed data within its design, its development and use of PCG.","PeriodicalId":264923,"journal":{"name":"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125549685","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
Effective Orbital Mechanics Knowledge Training Using Game Mechanics 利用游戏机制进行有效的轨道力学知识培训
S. Oberdörfer, Marc Erich Latoschik
{"title":"Effective Orbital Mechanics Knowledge Training Using Game Mechanics","authors":"S. Oberdörfer, Marc Erich Latoschik","doi":"10.1109/VS-Games.2018.8493417","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493417","url":null,"abstract":"Computer games consist of game mechanics (GMs) that encode a game's rules, principles and overall knowledge thus structuring the gameplay. These knowledge rules can also consist of information relevant to a specific learning content. This knowledge then is required and trained by periodically executing the GMs during the gameplay. Simultaneously, GMs demonstrate the encoded knowledge in an audiovisual way. Hence, GMs create learning affordances for the learning content thus requiring its application and informing about the underlying principles. However, it is still unclear how knowledge can directly be encoded and trained using GMs. Therefore, this paper analyzes the GMs used in the computer game Kerbal Space Program (KSP) to identify the encoded knowledge and to predict their training effects. Also, we report the results of a study testing the training effects of KSP when played as a regular game and when used as a specific training environment. The results indicate a highly motivating and effective knowledge training using the identified GMs.","PeriodicalId":264923,"journal":{"name":"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122634844","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
Understanding Esports as a STEM Career Ready Curriculum in the Wild 将电子竞技理解为野外STEM职业准备课程
Craig G. Anderson, A. M. Tsaasan, Jason G. Reitman, J. Lee, M. Wu, Holly Steel, Tom Turner, Constance Steinkuehler
{"title":"Understanding Esports as a STEM Career Ready Curriculum in the Wild","authors":"Craig G. Anderson, A. M. Tsaasan, Jason G. Reitman, J. Lee, M. Wu, Holly Steel, Tom Turner, Constance Steinkuehler","doi":"10.1109/VS-Games.2018.8493445","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493445","url":null,"abstract":"There are myriad ways to participate in esports that go beyond just competing on a team: event organizing, legal protections, web development, shoutcasting, game analysis, and many other integral activities. These roles are paramount to the growth of the tournaments and surrounding community. They also have strong ties to science, technology, engineering, and mathematics related content and careers that are rarely made explicit, even though they develop skills valued in high tech careers at the intersection of STEM and Entrepreneurship. In this paper we present a framework for understanding the Esports Ecosystem from the perspective of diverse and divergent roles within high school and collegiate esports communities. Based on two years of qualitative participant observation of esports communities in Southern California, we detail the ways in which these forms of participation connect to valued high school academic and career ready curriculum standards that together represent STEM Entrepreneurship. It is on the basis of these connections that we have developed a year-long high school course that ties the skills esports participation fosters and the careers that they lead to.","PeriodicalId":264923,"journal":{"name":"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128063665","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: 25
Gamified Knowledge Encoding: Knowledge Training Using Game Mechanics 游戏化知识编码:利用游戏机制进行知识训练
S. Oberdörfer, Marc Erich Latoschik
{"title":"Gamified Knowledge Encoding: Knowledge Training Using Game Mechanics","authors":"S. Oberdörfer, Marc Erich Latoschik","doi":"10.1109/VS-Games.2018.8493425","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493425","url":null,"abstract":"Game mechanics (GMs) encode a game's rules, underlying principles and overall knowledge. During the gameplay, players practice this knowledge due to repetition and compile mental models for it. Mental models allow for a training transfer from a training context to a different context. Hence, as GMs can encode any knowledge, they can also encode specific learning contents as their rules and be used for an effective transfer-oriented knowledge training. In this article, we propose the Gamified Knowledge Encoding model (GKE) that not only describes a direct knowledge encoding of a specific learning content in GMs, but also defines their training effects. Ultimately, the GKE can be used as an underlying guideline to develop well-tailored game-based training environments.","PeriodicalId":264923,"journal":{"name":"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128763456","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: 22
Branded Gamification in Technical Education 技术教育中的品牌游戏化
A. Schulz, Franziska Schulz, Rúben Gouveia, Oliver Korn
{"title":"Branded Gamification in Technical Education","authors":"A. Schulz, Franziska Schulz, Rúben Gouveia, Oliver Korn","doi":"10.1109/VS-Games.2018.8493413","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493413","url":null,"abstract":"Brand identification has the potential of shaping individuals' attitudes, performance and commitment within learning and work contexts. We explore these effects, by incorporating elements of branded identification within gamified environments. We report a study with 44 employees, in which task performance and emotional outcomes are assessed in a real-world assembly scenario - namely, while performing a soldering task. Our results indicate that brand identification has a direct impact on individuals' attitude towards the task at hand: while instigating positive emotions, aversion and reactance also arise.","PeriodicalId":264923,"journal":{"name":"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130813818","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
Multi-Level Game Learning Analytics for Serious Games 严肃游戏的多层次游戏学习分析
I. Pérez-Colado, D. Rotaru, Manuel Freire-Morán, I. Martínez-Ortiz, Baltasar Fernandez-Manjon
{"title":"Multi-Level Game Learning Analytics for Serious Games","authors":"I. Pérez-Colado, D. Rotaru, Manuel Freire-Morán, I. Martínez-Ortiz, Baltasar Fernandez-Manjon","doi":"10.1109/vs-games.2018.8493435","DOIUrl":"https://doi.org/10.1109/vs-games.2018.8493435","url":null,"abstract":"Serious games are usually used or deployed in an educational setting as an isolated or individual activity, disconnected from other curricular activities. However, to really increase the adoption of serious games in different educational scenarios, the combination and integration of games into the educational flow should be simplified. We envision Serious Games as new type of educational activity that can be combined as parts of other games (e.g. minigames integrated in larger games), integrated into other online activities, or even mixed with both game and non-game activities. In addition, if we want to make the most from serious games, a learning analytics system must be in place to harvest and analyze interactions, providing metrics and insights to instructors regarding the gameplay sessions. Moreover, if a course-level learning analytics strategy is designed, it must be aligned with the game learning analytics. This approach requires communication between games and educational activities used during the educational experience. From a game learning analytics standpoint, gaining insights from these integrated experiences introduces new requirements within potentially complex multi-level or hierarchical activities. Moreover, the analysis required to generate these metrics should be both efficient and provide insight in an understandable way and for different stakeholders. This paper describes an approach to multilevel game learning analytics from the perspectives of data model, implementation architecture, and result visualization in teacher-oriented dashboards","PeriodicalId":264923,"journal":{"name":"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123919361","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
Comparison of Teleportation and Fixed Track Driving in VR 虚拟现实中隐形传态与固定轨道驾驶的比较
Pall J. Lindal, K. R. Jóhannsdóttir, Unnar Kristjansson, Nina Lensing, Anna Stühmeier, Annika Wohlan, H. Vilhjálmsson
{"title":"Comparison of Teleportation and Fixed Track Driving in VR","authors":"Pall J. Lindal, K. R. Jóhannsdóttir, Unnar Kristjansson, Nina Lensing, Anna Stühmeier, Annika Wohlan, H. Vilhjálmsson","doi":"10.1109/VS-Games.2018.8493414","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493414","url":null,"abstract":"Comfortable locomotion in VR based games is crucial. Simulation sickness, caused by fast optical movement, lag or mismatch in forces, threatens this comfort and fosters a negative attitude towards further VR experiences. The design of the locomotion interface has a direct impact on the likelihood of inducing sickness. General paradigms and guidelines are being adopted by the game development community, but more data is needed. We use both subjective and objective methods to compare two common modes of travel, teleportation and driving along a fixed track. Our results show that teleportation causes fewer symptoms of sickness and leaves a more positive impression of VR.","PeriodicalId":264923,"journal":{"name":"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116825188","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
Image Warping Using WebGL for a Smart Avatar Animating Body Weight Evolution 使用WebGL为智能化身动画体重进化进行图像扭曲
G. Bardis, Y. Koumpouros, N. Sideris, A. Voulodimos, N. Doulamis
{"title":"Image Warping Using WebGL for a Smart Avatar Animating Body Weight Evolution","authors":"G. Bardis, Y. Koumpouros, N. Sideris, A. Voulodimos, N. Doulamis","doi":"10.1109/VS-Games.2018.8493428","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493428","url":null,"abstract":"Obesity comprises a common factor contributing to increased risk for a number of diseases. Research in the field has shown that a considerable percentage of obese population perceives their body figure to be significantly closer to a healthy body figure than it actually is. The current work attempts to employ image warping techniques, in combination with actual users' images, to offer a tangible view of the range of future or past stages of a body figure through the course of one or more alternative dietary/exercise plan(s) or the absence of such a plan. This functionality is offered as a module included in a web-based responsive application offering an animated view of the transformation according to input. Pure WebGL/JavaScript has been chosen as the platform to minimize footprint and maintain portability, eliminating the need for additional plugins for the visualization due to the inherent support of WebGL by most modern-day browsers.","PeriodicalId":264923,"journal":{"name":"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114448604","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
Towards Serious Games and Applications in Smart Substitutional Reality 智能替代现实中的严肃游戏与应用
Benjamin Eckstein, Eva Krapp, Birgit Lugrin
{"title":"Towards Serious Games and Applications in Smart Substitutional Reality","authors":"Benjamin Eckstein, Eva Krapp, Birgit Lugrin","doi":"10.1109/VS-Games.2018.8493444","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493444","url":null,"abstract":"Substitutional Reality (SR), the integration of the physical environment into Virtual Reality (VR), is a novel approach to facilitate and intensify the use of home-based VR systems. We propose to extend the passive haptics of SR with the interactive functionality of a smart home environment. This concept of smart SR is meant as a foundation for serious games and applications. In this paper, we describe the concept behind smart SR as well as the prototype in our lab environment. We created multiple virtual environments with a varying degree of mismatch regarding the real world. We present a user study where we examined the influence of these environments on the perceived sense of presence and motivation of users. Our findings showed that presence was high in all conditions while motivation increased with the level of mismatch. This provides us with a promising basis for further research.","PeriodicalId":264923,"journal":{"name":"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132840001","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
Effectivity of Affine Transformation Knowledge Training Using Game Mechanics 利用游戏机制训练仿射变换知识的有效性
S. Oberdörfer, Marc Erich Latoschik
{"title":"Effectivity of Affine Transformation Knowledge Training Using Game Mechanics","authors":"S. Oberdörfer, Marc Erich Latoschik","doi":"10.1109/VS-Games.2018.8493418","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493418","url":null,"abstract":"The Gamified Training Environment for Affine Transformation (GEtiT) was developed as a demonstrator for the Gamified Knowledge Encoding model (GKE). The GKE is a novel framework that defines knowledge training using game mechanics (GMs). It describes the process of directly encoding learning contents in GMs to allow for an engaging and effective transfer-oriented knowledge training. Overall, GEtiT is developed to facilitate the training process of the complex and abstract Affine Transformation (AT) knowledge. The complexity of the AT makes it hard to demonstrate this learning content thus learners frequently experience issues when trying to develop an understanding for its application. During the gameplay, the application of the AT's mathematical grounded aspects is required and information about the underlying principles are provided. In this article, a short overview over GEtiT's structure and the knowledge encoding process is given. Also, this article presents the results of a study measuring the training effectivity and motivational aspects of GEtiT. The results indicate a training outcome similar to a traditional paper-based training method but a higher motivation of the GEtiT players. Hence, GEtiT yields a higher learning quality.","PeriodicalId":264923,"journal":{"name":"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114298096","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
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信