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

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A Virtual Nose as a Rest-Frame - The Impact on Simulator Sickness and Game Experience 虚拟鼻子作为休息框架-对模拟器病和游戏体验的影响
Carolin Wienrich, C. Weidner, Celina Schatto, David Obremski, J. H. Israel
{"title":"A Virtual Nose as a Rest-Frame - The Impact on Simulator Sickness and Game Experience","authors":"Carolin Wienrich, C. Weidner, Celina Schatto, David Obremski, J. H. Israel","doi":"10.1109/VS-Games.2018.8493408","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493408","url":null,"abstract":"This paper presents an experiment measuring the impact of a virtual nose on simulator sickness and game experience in a virtual reality game presented on an Oculus Rift DK 2. Furthermore, the presented study investigated in the significance of the rest-frame's salience, for it to reduce simulator sickness. The results of our study indicated that the usage of a virtual nose reduces simulator sickness while it does not affect the game experience. Further results showed no significant impact of the rest-frame's salience, neither on simulator sickness nor on the game experience. In sum, the outcome of the study supports the thesis that a rest-frame in form of a virtual nose can be used in virtual reality applications to reduce simulator sickness.","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":"128221641","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: 39
Validity of Virtual Reality Training for Motor Skill Development in a Serious Game 虚拟现实训练在严肃游戏中运动技能发展的有效性
Carlo Harvey, Elmedin Selmanovic, Jake O'Connor, Malek Chahin
{"title":"Validity of Virtual Reality Training for Motor Skill Development in a Serious Game","authors":"Carlo Harvey, Elmedin Selmanovic, Jake O'Connor, Malek Chahin","doi":"10.1109/VS-Games.2018.8493447","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493447","url":null,"abstract":"Accurate simulation within virtual environments is a prerequisite of using these environments for training tasks. This accuracy has been shown to be a function of the fidelity in many senses. Virtual Reality (VR) has been used to aid in numerous training tasks through the implementation of pedagogical processes via the medium of serious games. This paper considers a complex motor task and whether VR is able to be used as a training environment for this task. Additionally we consider whether augmented virtuality improves task performance. The task being analysed is participant ability in a clay pigeon shooting simulator. Specifically, we evaluate if the type of training being presented influences the performance of participants in this task. VR affords the ability to provide supplementary information which is not typically available in a real-world equivalency. This paper presents a between-subjects repeated measures experiment to identify if the type of training being presented influences performance measures in the motor task. Clay pigeon shooting is considered to be a difficult sport as it requires depth-perception, lead calculation and accurate timing from the shooter. This paper shows that different types of training presented to a participant (N=31) can influence their performance in this task, and that this skill development propagates into future repeated measures. It is also shown that training for this type of task, which is frame-critical, can be deployed with success into the safer environment 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":"133900758","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
Where's Pikachu: Route Optimization in Location-Based Games 皮卡丘在哪里:定位游戏的路线优化
T. Tregel, P. Müller, S. Göbel, R. Steinmetz
{"title":"Where's Pikachu: Route Optimization in Location-Based Games","authors":"T. Tregel, P. Müller, S. Göbel, R. Steinmetz","doi":"10.1109/VS-Games.2018.8493448","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493448","url":null,"abstract":"Along with the sudden rise in popularity of location-based games, the demand for tools to assist players in performance optimization increased. One major aspect lies within the analysis and planning of routes that contain a high amount of desirable game locations for the given player. However, personalized routes cannot be created by hand due to the amount of available in-game locations and the associated time constraints for real-world travel. This paper presents a system to dynamically create personalized route for players, based upon previous game data. These routes can be fully customized with regards to their time and location as well as the player's desired in-game goal, allowing them to e.g. specifically target their favourite species or maximize the amount of visited locations. The system is evaluated using a dataset of Berlin containing over 30.000 distinct locations with different associated in-game behaviour. Regarding the system's performance it is designed to work as an assistance system on a mobile device to assure its applicability in the context of location-based 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":"131620393","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
Puzzle Walk: A Gamified Mobile App to Increase Physical Activity in Adults with Autism Spectrum Disorder 益智行走:一个游戏化的移动应用程序,以增加成人自闭症谱系障碍的身体活动
Daehyoung Lee, G. Frey, Alison Cheng, Patrick C. Shih
{"title":"Puzzle Walk: A Gamified Mobile App to Increase Physical Activity in Adults with Autism Spectrum Disorder","authors":"Daehyoung Lee, G. Frey, Alison Cheng, Patrick C. Shih","doi":"10.1109/VS-Games.2018.8493439","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493439","url":null,"abstract":"Research shows that adults with Autism Spectrum Disorder (ASD) are less physically active than those without ASD. Persuasive augmented reality smartphone apps may be an effective intervention to target this health disparity. A gamified mobile app, Puzzle Walk was developed to elevate physical activity (PA) engagement in the target population following an iterative user-centered design process, including a literature review, identification of target behaviors, needs analysis, health behavior theory evaluation, and prototype design. We found that walking is the most common form of PA in the target users and they have an affinity to using technology devices. These insights led us to design the Puzzle Walk app that incorporates behavior change techniques (BCTs) (e.g., user instruction, self-monitoring, visual rewards, feedback on performance, and goal-setting). We describe the emerged design that includes animated gamification and visualized user interfaces. The usability assessment plan is discussed as future work.","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":"128384717","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: 18
Rallye Game: Learning by Playing with Racing Cars 拉力赛游戏:通过玩赛车学习
Bahar Kutun, Werner Schmidt
{"title":"Rallye Game: Learning by Playing with Racing Cars","authors":"Bahar Kutun, Werner Schmidt","doi":"10.1109/VS-Games.2018.8493440","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493440","url":null,"abstract":"In the past lecturer-centered lecture - nowadays interactive lecture in higher education. Various methods for the interactive design of a lecture are used. Motivation is the basic building block for successful learning. Gamification pursues the approach by using game mechanics to motivate the participants and to effect a long-lasting change of behavior. We followed the idea of gamification and developed a rallye game to transfer knowledge in the field of Business Process Management (BPM). The flexible concept of the rallye allows changing the content, so that it can be transferred to other areas, e.g., for training purposes in companies. The prototype was tested and evaluated in the BPM class of the Bachelor's program 'Digital Business' at the Technische Hochschule Ingolstadt. The results were promising and prove an increase in student motivation by the developed game.","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":"125288323","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
The Impact of Pokémon Go and Why It's Not about Augmented Reality - Results from a Qualitative Survey 《口袋妖怪Go》的影响以及为什么它与增强现实无关——一项定性调查的结果
Daniel Rapp, Florian Niebling, Marc Erich Latoschik
{"title":"The Impact of Pokémon Go and Why It's Not about Augmented Reality - Results from a Qualitative Survey","authors":"Daniel Rapp, Florian Niebling, Marc Erich Latoschik","doi":"10.1109/VS-Games.2018.8493442","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493442","url":null,"abstract":"Pokémon Go is a mobile game that uses geolocation and Augmented Reality (AR) to bring little monsters into the real world. In this paper, we want to outline a qualitative study which focuses on socio-technical effects of this game onto the players themselves. Episodical interviews are used to collect data which is then coded by an approach close to Grounded Theory. The results contain theories with quotations from the participants. On the technical side, players judge AR as hardly relevant for the game and more useful for advertisement through media coverage. Even though Pokémon Go is an AR game, this feature is optional and suffers from bad usability.","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":"133381284","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
Momap - An Interactive Gamified App for the Museum of Mineralogy Momap -矿物学博物馆的互动游戏化应用程序
Georgia Andritsou, A. Katifori, Vassilis Kourtis, Y. Ioannidis
{"title":"Momap - An Interactive Gamified App for the Museum of Mineralogy","authors":"Georgia Andritsou, A. Katifori, Vassilis Kourtis, Y. Ioannidis","doi":"10.1109/VS-Games.2018.8493434","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493434","url":null,"abstract":"This work presents an Android application using Near Field Communication developed with the aim to inspire the visitors of the Athens University Museum of Mineralogy and Petrology to focus on the details of the exhibits. The MoMaP application uses a gamification approach prompting the visitors to collect points in a game in which they participate alongside the tour and enables them to share their experience in the museum with others and eventually build a personalized digital souvenir. The application can be used for both educational and recreational purposes. After completing the implementation of the application, we conducted an evaluation with the help of several visitors of the museum.","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":"134002759","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
A Model for Eye and Head Motion for Virtual Agents 一种虚拟代理眼头运动模型
J. Krejsa, Bojan Kerous, F. Liarokapis
{"title":"A Model for Eye and Head Motion for Virtual Agents","authors":"J. Krejsa, Bojan Kerous, F. Liarokapis","doi":"10.1109/VS-Games.2018.8493406","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493406","url":null,"abstract":"In this paper we propose a model for generating head and eye movements during gaze shifts of virtual characters, including eyelid and eyebrow motion. A user study with 30 participants was conducted to evaluate the communicative accuracy and perceived naturalness of the model. Results showed that the model communicates gaze targets with an accuracy that closely matches that of a human confederate, and participants subjectively rated the head and eye movements as natural (as opposed to artificial). The implementation can be used as-is in applications where virtual characters act as idle bystanders or observers, or it can be paired with a lip synchronization solution.","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":"133312365","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
LUTE: A Locomotion Usability Test Environmentfor Virtual Reality LUTE:虚拟现实运动可用性测试环境
Bhuvaneswari Sarupuri, S. Hoermann, M. Whitton, R. Lindeman
{"title":"LUTE: A Locomotion Usability Test Environmentfor Virtual Reality","authors":"Bhuvaneswari Sarupuri, S. Hoermann, M. Whitton, R. Lindeman","doi":"10.1109/VS-Games.2018.8493432","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493432","url":null,"abstract":"Locomotion is one of the most basic interactions in virtual reality applications, and many techniques have been developed for moving in virtual environments. However, each technique works well in different scenarios, and is tested and evaluated in different test environments and on different tasks. To date, there has not been a common standard test bed which accommodates long, medium and short distance travel that would support testing and comparing locomotion techniques. This paper describes a novel testing environment for VR locomotion techniques, and explains the parameters that can be manipulated depending on the locomotion technique and the task. It also discusses the other possible attributes that can be included in future versions of the test environment.","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":"132941574","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
Assessment in Serious Alternate Reality Games 严肃虚拟现实游戏中的评估
Ronan Lynch, Bride Mallon, C. Connolly
{"title":"Assessment in Serious Alternate Reality Games","authors":"Ronan Lynch, Bride Mallon, C. Connolly","doi":"10.1109/VS-Games.2018.8493411","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493411","url":null,"abstract":"The pedagogical application of Alternate Reality Games (ARGs) is relatively new, and there is little knowledge in how to align ARGs and Game-Based Learning (GBL). Presented is a design-based research study that included the creation of an artefact, Plunkett's Pages, an ARG designed to teach players about events from Ireland's rebellious 1916 Easter Rising. The ARG portrays the actual events of the era through interactive storytelling, detective work, social media, and multimedia technologies and produces a collaborative, treasure-hunt style game as players go on a voyage of discovering the missing pages of a rebel's diary in a bid to uncover the 'truth' behind 1916. The study of Plunkett's Pages provides insights into the pedagogical application of such games, addressing the challenge of reconstructing a century-old narrative for the digital age. Lessons are abstracted as guidelines to assist game designers and educators in the creation and management of quality Serious ARGs. One such guideline, Assessment, is detailed herein.","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":"129681505","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
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