{"title":"Design Pattern Canvas: Towards Co-Creation of Unified Serious Game Design Patterns","authors":"Gregor Zavcer, Simon Mayr, P. Petta","doi":"10.1109/VS-Games.2014.7012153","DOIUrl":"https://doi.org/10.1109/VS-Games.2014.7012153","url":null,"abstract":"We introduce the Design Pattern Canvas, a visual tool for alignment and decomposition of game designer activities.","PeriodicalId":428014,"journal":{"name":"2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"375 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115488440","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":"Hybrid Peer to Peer and Server Client System for Limited Users Multiplayer First Person Style Games","authors":"Shawn Cassar, M. Montebello, S. Zammit","doi":"10.1109/VS-Games.2014.7012161","DOIUrl":"https://doi.org/10.1109/VS-Games.2014.7012161","url":null,"abstract":"Multiplayer gaming, especially online gaming, has become something prominent in today's age. Mobile devices, such as smartphones and tablets, are taking over the computing scene, with most devices being able to run games that are considered to be equivalent to their computer counterparts. Still, despite all the advances, players still experience network latency, thus we will be looking at how Peer to Peer hybrids, may help in reducing the latency effects of having a classical client server network.","PeriodicalId":428014,"journal":{"name":"2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130087185","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":"Applying Activity Theory in Comparatively Evaluating Serious Games","authors":"T. Ng, K. Debattista, A. Chalmers","doi":"10.1109/VS-Games.2014.7012031","DOIUrl":"https://doi.org/10.1109/VS-Games.2014.7012031","url":null,"abstract":"Despite the interest in serious games research through the years, there remains methodological issues which threaten the strength of its evidence base. Much has been published on the topic and its possible learning effects, but little is written to explicitly describe and compare the various interactions and representations used in relation to learning effects. Reviews of the topic frequently voice concerns that the wide variability in approaches to serious games prevents researchers from making firm conclusions about the general benefits of serious games/game-based learning. A number of frameworks have been published to evaluate the educational benefits of serious games as well as to guide its design. However, they do not adequately address which game mechanics and representations will be suitable to the learning objectives and players. Activity Theory has been used in a variety of ways in games research but to our best knowledge, it does not appear to have been applied to compare and contrast the activities of game play and its representations, on learning. Here, we describe how an adaptation of Activity Theory could help to clarify which game components are most useful and why.","PeriodicalId":428014,"journal":{"name":"2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"402 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132439337","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}
Stella Doukianou, Panagiotis Petridis, I. Dunwell, J. Cooper
{"title":"A Usability Evaluation of Game-Based Approaches Assessing Risk and Delayed Gratification","authors":"Stella Doukianou, Panagiotis Petridis, I. Dunwell, J. Cooper","doi":"10.1109/VS-Games.2014.7012028","DOIUrl":"https://doi.org/10.1109/VS-Games.2014.7012028","url":null,"abstract":"This paper presents the usability evaluation of two games that are built upon existing experiments, assessing risk aversion and delayed gratification. The games were created in order to elicit players' personality traits. The game scenarios were based on adapted validated experiments on cognitive psychology and behavioural economics. The purpose of these games is to enable the generation of predictive behavioural models, and thus design an adaptive and dynamic game promoting responsible energy consumption. Adapting the behaviour of energy consumers to follow environmentally friendly consumption patterns is a central challenge when seeking to address environmental concerns. To perform such adaptation, an understanding of an individual user's traits can allow for customised solutions to be delivered, increasing the likelihood of impact. To assess the usability of the games, domain experts filled in two QUIS questionnaires. The results showed a broadly positive reception of the games' usability; taking into account time, financial and other resources, though they also highlight some areas for future work. More broadly, knowledge generated has the potential to inform designs of similar games that adapt behavioural tasks to elicit an understanding of the user.","PeriodicalId":428014,"journal":{"name":"2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121094329","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":"Situated Learning with Role-Playing Games to Improve Transfer of Learning in Tertiary Education Classrooms","authors":"L. Thong","doi":"10.1109/VS-Games.2014.7012166","DOIUrl":"https://doi.org/10.1109/VS-Games.2014.7012166","url":null,"abstract":"Industries have expectations that university graduates possess well-rounded theoretical and practical knowledge to be successful in their jobs. While effective teaching and learning are essential goals in higher education institutions, lessons and learning activities in traditional classroom or lecture settings are often out of context, presented to students with much theoretical generality and abstract representations. This leads to a disconnection between academia and industry, where students struggle to apply abstract principles and knowledge in a real-world context to perform effectively in their workplace. This study seeks to address this learning gap by investigating the learning effectiveness of using role- playing games as a tool to foster authentic learning experience for tertiary education students and achieve situated learning outcomes.","PeriodicalId":428014,"journal":{"name":"2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114753158","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 Sweetspot for Innovation: Developing Games with Purpose through Student-Staff Collaboration","authors":"R. Sloan, D. Galloway, I. Donald","doi":"10.1109/VS-Games.2014.7012027","DOIUrl":"https://doi.org/10.1109/VS-Games.2014.7012027","url":null,"abstract":"Within industry as well as academia, developing games that have wider impact on society has been of particular interest in the last decade. The increasing use of terms such as 'games with purpose', ' games for good' and 'serious games' has been mirrored by a flurry of activity in games research. Broader applications of games beyond entertainment are now well-understood and accepted, with universities and companies excelling in creating games to serve particular needs. However, it is not explicitly clear how undergraduates of game design and development courses can be directly involved in serious game creation. With most undergraduates inspired by commercial games development, and the games industry requiring that universities teach specific technical skills in their courses, balancing the research aspirations of academics with the educational requirements of an appropriate undergraduate course can be a difficult balancing act. In this paper, the authors present three case studies of games with purpose developed through collaboration between undergraduate students and academic staff. In all cases, the educational value of the projects for the students is considered in relation to the research value for the academics, who face increasing demands to develop research outcomes despite a necessity to provide a first-rate learning experience and nurture future game developers.","PeriodicalId":428014,"journal":{"name":"2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114930003","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":"Semantic Content Generation Framework for Game Worlds","authors":"M. Bennett","doi":"10.1109/VS-Games.2014.7012165","DOIUrl":"https://doi.org/10.1109/VS-Games.2014.7012165","url":null,"abstract":"As virtual worlds in games become larger and more detailed, the need for rich, interactive content to realistically populate these worlds becomes greater. Content is expensive and slow to create manually and does not scale once created. Procedural content generation offers an attractive alternative for providing this content. There are several methods for generating different types of content including terrain and some types of organisms. However, these methods are hard to control and can give inconsistent results. A method of providing a high level, semantic context to such procedural methods may offer a potential solution. Such an approach may also allow manually created content to be placed appropriately and in a scalable manner in the world. Finally, semantic knowledge may be used to annotate content to allow greater interactivity and improved AI. This paper suggests such a method. Making use of semantic networks for storing knowledge about the potential content of the virtual world and using stateful graph traversal algorithms to convert the semantic knowledge into concrete instances, this method supports the procedural generation of rich complex content for virtual worlds.","PeriodicalId":428014,"journal":{"name":"2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121534944","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":"Gamification of Project Management within a Corporate Environment: An Exploratory Study","authors":"Ryan Sammut, D. Seychell, Neville Attard","doi":"10.1109/VS-Games.2014.7012158","DOIUrl":"https://doi.org/10.1109/VS-Games.2014.7012158","url":null,"abstract":"This study1 sought to understand the concept of Gamification, the science that drives it, how to successfully implement Gamification and the issues that may arise when Gamification is introduced in a corporate environment. This was achieved through the development of 2 artifacts that were used in an experimental exercise to test the relevance and acceptance of Gamification in Project Management. Due to the limited secondary data available related to Gamification for project management within a corporate environment, this research project conducts exploratory, qualitative research to provide further insight in relation to this topic. Encouraging data in favour of the introduction of Gamification was extracted with a number of discussion points which require further evaluation.","PeriodicalId":428014,"journal":{"name":"2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126201929","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}
F. Cassola, H. Paredes, Benjamim Fonseca, P. Martins, Sílvia Ala, Francisco Cardoso, Fausto de Carvalho, Leonel Morgado
{"title":"Online-Gym: Multiuser Virtual Gymnasium Using RINIONS and Multiple Kinect Devices","authors":"F. Cassola, H. Paredes, Benjamim Fonseca, P. Martins, Sílvia Ala, Francisco Cardoso, Fausto de Carvalho, Leonel Morgado","doi":"10.1109/VS-Games.2014.7012164","DOIUrl":"https://doi.org/10.1109/VS-Games.2014.7012164","url":null,"abstract":"To enhance older citizen's practice of physical exercise, we present the architecture, development, and pilot testing of a multiuser online gymnasium based on Kinect motion capture and OpenSimulator, which aims to enable socialization and supervision of exercise practice without travel requirements. The prototype was tested simultaneously with 4 elders at different locations, providing data on the feasibility of the approach and informing subsequent development and research.","PeriodicalId":428014,"journal":{"name":"2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125487854","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":"GPU-Based Selective Sparse Sampling for Interactive High-Fidelity Rendering","authors":"S. Galea, K. Debattista, Sandro Spina","doi":"10.1109/VS-Games.2014.7012159","DOIUrl":"https://doi.org/10.1109/VS-Games.2014.7012159","url":null,"abstract":"Physically-based renderers can produce highly realistic imagery; however such methods suffer from lengthy execution times, which make them impractical for use in interactive applications. Selective rendering exploits limitations in the human visual system to render images that are perceptually similar to high-fidelity renderings, in a fraction of the time. In this paper, we describe a novel GPU-based selective rendering algorithm that uses density of indirect lighting samples on the image plane as a selective variable. A high-speed saliency-guided mechanism is used to sample and evaluate a set of representative pixels locations on the image plane, yielding a sparse representation of indirect lighting in the scene. An image inpainting algorithm is used to reconstruct a dense representation of the indirect lighting component, which is then combined with the direct lighting component to produce the final rendering. Experimental evaluation demonstrates that our selective rendering algorithm achieves a good speedup when compared to standard interleaved sampling, and is significantly faster than a traditional GPU-based high-fidelity renderer.","PeriodicalId":428014,"journal":{"name":"2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126554145","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}