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

筛选
英文 中文
A Location-Based VR Museum 一个基于位置的VR博物馆
Jean-Luc Lugrin, Florian Kern, Ruben Schmidt, Constantin Kleinbeck, D. Roth, C. Daxer, Tobias Feigl, Christopher Mutschler, Marc Erich Latoschik
{"title":"A Location-Based VR Museum","authors":"Jean-Luc Lugrin, Florian Kern, Ruben Schmidt, Constantin Kleinbeck, D. Roth, C. Daxer, Tobias Feigl, Christopher Mutschler, Marc Erich Latoschik","doi":"10.1109/VS-Games.2018.8493404","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493404","url":null,"abstract":"This poster presents a novel type of Virtual Reality (VR) application for education and culture: a location-based VR Museum, which is a large-room scale multi-user multi-zone virtual museum. This VR museum was designed to support over 100 simultaneous users, walking in a large tracking system (600 m2) and sharing a ten times bigger virtual space (7000 m2) containing indoor and outdoor dinosaur exhibitions. This poster is giving an overview of the system and its main features as well as discussing its potential benefits and future evaluation.","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":"131979273","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: 17
Human-Centered Design of a Virtual Reality Training Simulation for Mass Casualty Incidents 以人为本的大规模伤亡事件虚拟现实训练仿真设计
Henrik Berndt, Daniel Wessel, T. Mentler, M. Herczeg
{"title":"Human-Centered Design of a Virtual Reality Training Simulation for Mass Casualty Incidents","authors":"Henrik Berndt, Daniel Wessel, T. Mentler, M. Herczeg","doi":"10.1109/VS-Games.2018.8493427","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493427","url":null,"abstract":"The triage process in mass casualty incidents is a rare but highly mission critical task. First responding emergency medical personnel are confronted with high numbers of casualties and must quickly and correctly decide about severity of injuries and immediate care for every casualty. Consequently, effective training is crucial. Current training methods are either low in immersion and presence or both costly and resource-intensive. In this paper we present a virtual reality training simulation that aims to combine the best of both approaches. We use a human-centered design process and present a case study with 10 members of emergency medical services to outline design implications. While potential for optimization was identified, the evaluation results show the use of the simulation for triage training.","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":"128321969","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
Measured and Perceived Physical Responses in Multidimensional Fitness Training through Exergames in Older Adults 通过运动游戏对老年人多维体能训练的测量和感知身体反应
John Edison Muñoz Cardona, A. Gonçalves, M. Cameirão, S. Badia, É. Gouveia
{"title":"Measured and Perceived Physical Responses in Multidimensional Fitness Training through Exergames in Older Adults","authors":"John Edison Muñoz Cardona, A. Gonçalves, M. Cameirão, S. Badia, É. Gouveia","doi":"10.1109/VS-Games.2018.8493433","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493433","url":null,"abstract":"Exergames have been used to increase physical activity levels to produce health benefits in older adults. However, only a small number of studies have quantified the physical activity levels produced by custom-made Exergames and their capacity to elicit recommended levels of exercise. This study investigates the effectiveness of custom-made Exergames, designed for multidimensional fitness training, in eliciting recommended levels of exercise. We rely on both objective (accelerometry) and subjective (perceived exertion) information collected in two different modalities of exercise, consisting of 40-minutes sessions: Exergaming and conventional training (Control). A between-subjects analysis was done involving two groups of active older adults (n=33). Participants in the Control-Between condition performed physical activity in conventional group fitness training, while the intervention group used individualized Exergaming as training modality. In addition, a sub-group of the Exergaming participants also performed a conventional training session (Control-Within), which enabled a within-subjects comparison. Results show that participants spent significantly more time in moderate-to-vigorous intensities during Exergaming, interestingly, perceiving significantly lower exertion levels. The between-subjects analysis only presented statistically significant differences for the perceived exertion scale. This study helps to unveil the impact of custom-made Exergames in physical activity levels during training when compared to conventional training for the older adult population.","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":"134466760","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
An Embodied Learning Game Using Kinect and Labanotation for Analysis and Visualization of Dance Kinesiology 基于Kinect和Labanotation的舞蹈运动学分析与可视化的具身学习游戏
I. Rallis, Apostolos Langis, Ioannis Georgoulas, A. Voulodimos, N. Doulamis, A. Doulamis
{"title":"An Embodied Learning Game Using Kinect and Labanotation for Analysis and Visualization of Dance Kinesiology","authors":"I. Rallis, Apostolos Langis, Ioannis Georgoulas, A. Voulodimos, N. Doulamis, A. Doulamis","doi":"10.1109/VS-Games.2018.8493410","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493410","url":null,"abstract":"In this paper, we present an educational framework for analysis and visualization of dance kinesiology based on Labanotation and embodied learning concepts. The low-cost Kinect sensor is employed to extract skeletal data which are then processed and transformed geometrically. In the sequel, they are analyzed based on the Labanotation system to characterize the posture of the human limbs. Two modules have been developed. The first module serves for recording, analyzing and visualizing body movements. The second module is an application in which the user is required to perform with his upper limbs, a sequence of gestures given by the system in the form of Labanotation symbols. Dance notation consists of a set of symbols and rules for recording dance (or movement in general), in a similar way that music notation records music. The fact that Labanotation is recognized as one of the most widely used and accurate notation systems for recording dance highlights the proposed framework's applicability and potential as an educational visualization tool.","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":"133938035","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: 19
Accommodating Stealth Assessment in Serious Games: Towards Developing a Generic Tool 在严肃游戏中融入潜行评估:开发通用工具
K. Georgiadis, G. V. Lankveld, Kiavash Bahreini, W. Westera
{"title":"Accommodating Stealth Assessment in Serious Games: Towards Developing a Generic Tool","authors":"K. Georgiadis, G. V. Lankveld, Kiavash Bahreini, W. Westera","doi":"10.1109/VS-Games.2018.8493409","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493409","url":null,"abstract":"Stealth assessment derives the progression of learning in an unobtrusive way from observed gameplay captured in log files. To this end, it uses machine learning technologies to provide probabilistic reasoning over established latent competency variable models. Now that video games are increasingly being used for training and learning purposes, stealth assessment could provide an excellent means of monitoring learning progress without the need for explicit testing. However, applying stealth assessment is a complex and laborious process. This paper analyses the limitations of stealth assessment and conceptualizes the requirements for developing a generic tool that could overcome its barriers and accommodate its practical application. Hence, a framework is presented describing its user and functional requirements. The proposed generic solution could open up the wider uptake of stealth assessment in serious games.","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":"121748508","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
On the Effect of a Personality-Driven ECA on Perceived Social Presence and Game Experience in VR 人格驱动的ECA对虚拟现实中感知社会在场和游戏体验的影响
Pejman Sajjadi, Laura Hoffmann, P. Cimiano, S. Kopp
{"title":"On the Effect of a Personality-Driven ECA on Perceived Social Presence and Game Experience in VR","authors":"Pejman Sajjadi, Laura Hoffmann, P. Cimiano, S. Kopp","doi":"10.1109/VS-Games.2018.8493436","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493436","url":null,"abstract":"We report on an experiment that investigates the effect of a personality-driven embodied conversational agent (ECA) on perceived social presence and game experience in virtual reality. The experiment used three conditions: one with no apparent non-verbal behavior by the ECA, one with non-verbal behavior governed by an extrovert-based emotional model, and one with an introvert-based emotional model, in the context of negative evaluation of a virtual employee's performance. The results indicate that the overall perceived social presence and game experience across all conditions were quite high. Moreover, people who were exposed to the extrovert-based condition experienced significantly higher levels of behavioral involvement as part of their social presence compared to the other two conditions. Furthermore, no significant differences between the game experience of participants across the different conditions were observed. These results suggest that the projection of non-verbal behavior as a result of incorporating personality as part of the emotional model of an ECA could have an influence on the elicited feeling of social presence from the users with respect to behavioral involvement; and more assertive and pronounced non-verbal behaviors seem to have higher impacts, than their submissive and minimal counterparts.","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":"128799333","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
Enable an Innovative Prolonged Exposure Therapy of Attention Deficits on Autism Spectrum through Adaptive Virtual Environments 通过自适应虚拟环境实现自闭症谱系注意缺陷的创新长时间暴露治疗
Chao Mei, Rongkai Guo
{"title":"Enable an Innovative Prolonged Exposure Therapy of Attention Deficits on Autism Spectrum through Adaptive Virtual Environments","authors":"Chao Mei, Rongkai Guo","doi":"10.1109/VS-Games.2018.8493421","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493421","url":null,"abstract":"A prototype of adaptive virtual environments therapy system (AVET) was developed which will enable innovative Virtual Reality (VR)-based therapy approach for children with attention deficit on the autism spectrum. Many systems have successfully used VR in Autism Spectrum Disorders (ASD) therapies. Most of them use VR as an alternative way to conduct therapies by simulating traditional therapies or real-life experiences. The AVET employed VR-exclusive \"impossible experiences\" (e.g., a chair that deforms upon the user's gaze, a transparent human) which are not available in real world. The AVET identifies, influences the user's cognition, and delivers a customized Prolonged Exposure (PE)-style VR therapy for children with attention deficits on the autism spectrum. We conducted a preliminary evaluation to the current AVET prototype with the experts. Based on the interview feedbacks, we anticipate the AVET will have a great potential to deliver innovative and effective ASD attention training therapies.","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":"128036159","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
Pathomon: A Social Augmented Reality Serious Game 《悲情:一款社交增强现实严肃游戏
Daniel Rapp, Jonas Müller, Kristina Bucher, S. Mammen
{"title":"Pathomon: A Social Augmented Reality Serious Game","authors":"Daniel Rapp, Jonas Müller, Kristina Bucher, S. Mammen","doi":"10.1109/VS-Games.2018.8493437","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493437","url":null,"abstract":"The release of Pokémon GO attracted a huge player base ranging from children to adults, thereby establishing augmented reality (AR) on the mass market. In this paper, we present Pathomon, a social AR serious game which combines the location-based game mechanics of Pokémon GO with the benefits of using AR in a serious context. We describe the concept of the game which is based on cooperatively scanning QR codes, enabling the players to work together towards their common goal of eradicating viruses in their environment, while at the same time acquiring knowledge about these viruses. Furthermore, we present a first user study suggesting favorable results with respect to game experience, yet indicating room for improvement concerning the social game aspects. Finally, we outline the opportunity of the game to serve as a starting point for the development of a more versatile social AR platform capable of including arbitrary contents beyond the context of virus infections.","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":"117206326","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: 10
Dynamic Systems Theory in Human Movement Exploring Coordination Patterns by Angle-Angle Diagrams Using Kinect 人类运动的动态系统理论,通过使用Kinect的角度图探索协调模式
John Edison Muñoz Cardona, J. F. Villada, S. Casanova, Maria Fernanda Montoya Vega, Ó. Henao
{"title":"Dynamic Systems Theory in Human Movement Exploring Coordination Patterns by Angle-Angle Diagrams Using Kinect","authors":"John Edison Muñoz Cardona, J. F. Villada, S. Casanova, Maria Fernanda Montoya Vega, Ó. Henao","doi":"10.1109/VS-Games.2018.8493416","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493416","url":null,"abstract":"Analyzing time series data using linear spatial/angular kinematics traditionally makes quantification of human movement using low-cost cameras such as the Kinect sensor. Through this conventional approach, interactions between body joints are difficult to analyze and coordination parameters remain hidden. Dynamic Systems Theory (DST) provides a non-linear framework to analyze human movement by representing intersegmental interactions in angle-angle diagrams. DST offers an accurate solution to study coordination in human movement, but it also requires expensive hardware and very specialized biomechanical software. The paper describes a methodological procedure to carry out DST analysis with motion data recorded from the Kinect sensor. Specifically, we address the issue to create and interpret angle-angle diagrams with an emphasis on exploring coordination patterns in motion capture (MoCap) signals. We introduced a method to facilitate the DST analysis and we applied it with two different use cases of human movement analysis in real scenarios: sports gesture study and motion analysis in physical rehabilitation interventions. Results showed that important coordination parameters could be deduced from the angle-angle diagrams improving the understanding of motion data when two joints have to be considered. Therefore, we demonstrated that DST analysis could be performed with inexpensive tools providing a promissory approach for coordination and motor synchronization analysis in novel serious games for health.","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":"114360146","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
Efficient In-Game Communication in Collaborative Online Multiplayer Games 协作在线多人游戏中的有效游戏内交流
F. Spyridonis, Damon Daylamani-Zad, Margarita P. O'Brien
{"title":"Efficient In-Game Communication in Collaborative Online Multiplayer Games","authors":"F. Spyridonis, Damon Daylamani-Zad, Margarita P. O'Brien","doi":"10.1109/VS-Games.2018.8493420","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493420","url":null,"abstract":"The ability to communicate during online gaming is one that has become fundamental. Players could use voice, textual chat, pre-determined commands or a combination of these methods in order to command a team, follow an appointed leader or simply to socialise with friends. There is an abundance of reasons why a person will choose to utilise the conversational frameworks available, however, when considering a game where players must work together in order to reach a common goal, it is up for interpretation to determine which method works most efficiently. The aim of this work is to address this need through a game that utilises these three methods of communication in order to determine their efficiency. A combination of qualitative and quantitative methods was employed to formulate a well-rounded conclusion. Results indicated that a combination of voice and predetermined commands is the most efficient method of in-game communication in online, task-oriented games.","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":"130095492","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
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