Zildomar Carlos Felix, L. S. Machado, Rodrigo Pinheiro de Toledo Vianna, Ronei Marcos de Moraes
{"title":"A Fuzzy Set-Based Model for Educational Serious Games with 360-Degree Videos","authors":"Zildomar Carlos Felix, L. S. Machado, Rodrigo Pinheiro de Toledo Vianna, Ronei Marcos de Moraes","doi":"10.1155/2023/4960452","DOIUrl":"https://doi.org/10.1155/2023/4960452","url":null,"abstract":"Currently, the use of 360° videos combined with virtual reality (VR) techniques in the educational context has been considered a promising field of research. However, there is still a shortage not only of educational serious games (ESG) that implement such resources but also of models that can enhance the player’s experience and evaluate their performance. This work presents a decision model for SGE with 360° videos. The model was developed from artificial intelligence (AI) techniques with the aim of enhancing the player’s learning using immersion mechanisms and pedagogical reinforcement strategies based on the player’s experience and performance evaluation. The model was integrated into the SG The Mystery of Pandora to evaluate its efficiency. The game was evaluated with a sample of 52 participants aged between 13 and 63 ( M = 33.55 , SD = 12.14 ). The results showed adjustments made by the model in the final performance of the players based on their exploration in the 360° videos. Such adjustments allowed identifying players with learning difficulties and recommending pedagogical reinforcement to enhance learning. It was also possible to verify that players would win the game without the minimum knowledge expected about the subject if the decision model was not used.","PeriodicalId":44405,"journal":{"name":"International Journal of Computer Games Technology","volume":null,"pages":null},"PeriodicalIF":2.5,"publicationDate":"2023-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139270391","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}
Yuhui Yang, Zhongxian Bai, Hao Zhang, Yongchao Wang
{"title":"The Construction and Application of a Cloud Editing Digital Museum Oriented to Virtual Tour","authors":"Yuhui Yang, Zhongxian Bai, Hao Zhang, Yongchao Wang","doi":"10.1155/2023/7132476","DOIUrl":"https://doi.org/10.1155/2023/7132476","url":null,"abstract":"The COVID-19 pandemic has accelerated the digital transformation of museums, and online virtual tours have become an important development direction for the cultural inheritance of museums in the present and future. Therefore, there is an urgent need for appropriate digital museum spaces to attract virtual tours of visitors. Firstly, the paper introduces the current situation of the digital transformation of museums around the world under the background of the COVID-19 pandemic and analyzes the challenges of digital museums in supporting virtual tours. Secondly, aiming at these challenges, we design a cloud editing digital museum architecture and develop a cloud editing digital museum system based on the requirement survey. Finally, the paper introduces the application cases and effects of the cloud editing digital museum system, such as the Zhejiang University History Museum and the China National Silk Museum, and analyzes them with the SWOT method. The SWOT analysis shows that the cloud editing digital museum has advantages in the virtual tour, such as the rapid construction of virtual museums, cost savings, update and maintenance, gamification experience, multiterminal support, immersion and fun, and maintaining visitors’ loyalty. It can provide a reference for museums’ digital transformation research and cultural inheritance applications.","PeriodicalId":44405,"journal":{"name":"International Journal of Computer Games Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135241706","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":"Deep Generative Modeling Based on VAE-GAN for 3D Indoor Scene Synthesis","authors":"Shuai Li, Hongjun Li","doi":"10.1155/2023/3368647","DOIUrl":"https://doi.org/10.1155/2023/3368647","url":null,"abstract":"With the advancement of virtual reality and 3D game technology, the demand for high-quality 3D indoor scene generation has surged. Addressing this need, this paper presents a method leveraging a VAE-GAN-based framework to conquer two primary challenges in 3D scene representation and deep generative networks. First, we introduce a matrix representation to encode fine-grained object attributes, alongside a complete graph to implicitly capture object spatial relations—effectively encapsulating both local and global scene structures. Second, we devise a unique generative framework based on VAE-GAN and the Bayesian optimization. This framework learns a Gaussian distribution of encoded object attributes through a VAE-GAN network, allowing for sampling and decoding of the distribution to generate new object attributes. Subsequently, a U-Net is employed to learn spatial relations between objects. Lastly, the Bayesian optimization module amalgamates the generated object attributes, spatial relations, and priors learned from data, conducting global optimization to generate a logical scene layout. Experimental results on a large-scale 3D indoor scene dataset substantiate that our method effectively learns inter-object relations and generates diverse and plausible indoor scenes. Comparative experiments and user studies further validate that our method surpasses the current state-of-the-art techniques in indoor scene generation and is comparable to real training scenes.","PeriodicalId":44405,"journal":{"name":"International Journal of Computer Games Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136264471","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":"Trajectory Tracking of Autonomous Ground Vehicles with Actuator Dead Zones","authors":"Pengfei Zhang, Qiyuan Chen, Tingting Yang","doi":"10.1155/2021/2914190","DOIUrl":"https://doi.org/10.1155/2021/2914190","url":null,"abstract":"This paper investigates the trajectory tracking problem of autonomous ground vehicles (AGVs). The dynamics considered feature external disturbances, model uncertainties, and actuator dead zones. First, a novel time-varying yaw guidance law is proposed based on the line of sight method. By a state transformation, the AGV is proved to realize trajectory tracking control under the premise of eliminating guidance deviation. Second, a fixed time dead zone compensation control method is introduced to ensure the yaw angle tracking of the presented guidance. Furthermore, an improved fixed-time disturbance observer is proposed to compensate for the influence of the actuator dead zone on disturbance observation. Finally, the trajectory tracking control strategy is designed, and simulation comparison shows the effectiveness of the compensate method. The CarSim–MATLAB cosimulation shows that the proposed control strategy effectively makes the AGV follow the reference trajectory.","PeriodicalId":44405,"journal":{"name":"International Journal of Computer Games Technology","volume":null,"pages":null},"PeriodicalIF":2.5,"publicationDate":"2021-12-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46152289","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}
Yuhui Yang, Hao Zhang, Mo Chen, Youbin Jiang, Huifang Chai
{"title":"An Inheritance Mode of Rural Cultural Heritage Based on Virtual Museum in China","authors":"Yuhui Yang, Hao Zhang, Mo Chen, Youbin Jiang, Huifang Chai","doi":"10.1155/2021/4787991","DOIUrl":"https://doi.org/10.1155/2021/4787991","url":null,"abstract":"In China, there is a crisis of rural cultural heritage inheritance due to urbanization. The traditional cultural inheritance modes such as building museums may not satisfy the needs of wide and fast culture transmission, communication, and inheritance. However, the virtual museum may provide new solutions. Nowadays, China has essential social-economic conditions for virtual museum construction but lacks sustainable modes for virtual museums supporting rural cultural heritage inheritance. In this study, we adopted the theoretical analysis method, expert argumentative method, and combined with virtual museum technology analysis to design an appropriate mode for the cultural heritage’s inheritance in rural areas. We built a demonstrational virtual museum for the Mt. Mogan government according to this mode, adopted a comparative analysis and questionnaire survey to verify, and assess the application effects of the mode. Results show that the inheritance mode of rural cultural heritage based on the virtual museum has advantages of larger exhibition scale and wider scope of cultural transmission and communication with less input, and this mode’s operation is steady and sustainable. The inheritance crisis of rural cultural heritage needs reasonable solutions, and our results can be a guideline for building virtual museums in rural areas to promote wide, fast, and sustainable cultural inheritance.","PeriodicalId":44405,"journal":{"name":"International Journal of Computer Games Technology","volume":null,"pages":null},"PeriodicalIF":2.5,"publicationDate":"2021-08-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49191945","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}
Z. Farsi, Mahdi Yazdani, Samantha Butler, M. Nezamzadeh, J. Mirlashari
{"title":"Comparative Effectiveness of Simulation versus Serious Game for Training Nursing Students in Cardiopulmonary Resuscitation: A Randomized Control Trial","authors":"Z. Farsi, Mahdi Yazdani, Samantha Butler, M. Nezamzadeh, J. Mirlashari","doi":"10.1155/2021/6695077","DOIUrl":"https://doi.org/10.1155/2021/6695077","url":null,"abstract":"Background. The proper implementation of cardiopulmonary resuscitation (CPR) is crucial in saving patients. Purpose. This study was aimed at evaluating the difference in educating nursing students on CPR when using the traditional simulation training with a mannequin versus a more novel serious game training on the smartphone platform. Methods. This randomized control trial was conducted in 2018-2019. Through purposive sampling, 56 nursing students were selected and randomly assigned to three groups: a simulation-based CPR training, CPR training using a serious game on the smartphone platform, and a control group that received no CPR training. Each student was evaluated pre- and posttraining on CPR knowledge and skill. Results. Both the simulation and serious game training groups increased CPR abilities two weeks after training. The control group did not show improvement in skill or knowledge of CPR. The simulation and serious game intervention groups demonstrated better scores on the knowledge questionnaire and on the CPR skill demonstration in comparison to the control group. However, the simulation group and the serious game group showed no significant difference in knowledge ( 9.55 ± 2.81 vs. 7.77 ± 2.46 ; p = 0.065 ) or CPR skill demonstration ( 27.17 ± 2.81 vs. 25.72 ± 3.98 ; p = 0.988 ). The overall scores for CPR knowledge did not meet minimum expectations (70% score) in either the simulation (47.75%) or serious game (38.85%) group. However, both groups demonstrated adequate CPR skill on demonstration (simulation 87.64% and serious game 83.06%). Conclusions. Both the simulation and serious game training groups were found to increase CPR skill. CPR training would likely benefit from a multimodal approach to education.","PeriodicalId":44405,"journal":{"name":"International Journal of Computer Games Technology","volume":null,"pages":null},"PeriodicalIF":2.5,"publicationDate":"2021-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"64763675","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 Meta-Analysis of Use of Serious Games in Education over a Decade","authors":"Zhonggen Yu","doi":"10.1155/2019/4797032","DOIUrl":"https://doi.org/10.1155/2019/4797032","url":null,"abstract":"It seems necessary to review the literature to explore the effectiveness of serious games in education, since the number of studies on serious games is surging up. This study systematically reviewed the literature within around a recent decade. The trend of the number of publications related to use of serious games in education was firstly clarified based on the data retrieved from major databases. Secondly, various factors were determined that influenced the effect of serious game assisted learning. The major section identified both advantages and disadvantages of use of serious games in education. Use of serious games in medical science has been rising in a recent decade, which is thus highlighted in this study. Attitudes toward use of serious games in education were explored, as well as the new development of use of serious games in education. Future theoretical and practical exploration might need interdisciplinary cooperation.","PeriodicalId":44405,"journal":{"name":"International Journal of Computer Games Technology","volume":null,"pages":null},"PeriodicalIF":2.5,"publicationDate":"2019-02-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1155/2019/4797032","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49300417","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":"An application of a game development framework in higher education","authors":"WangAlf Inge, WuBian","doi":"10.1201/b13126-16","DOIUrl":"https://doi.org/10.1201/b13126-16","url":null,"abstract":"This paper describes how a game development framework was used as a learning aid in a software engineering. Games can be used within higher education in various ways to promote student participatio...","PeriodicalId":44405,"journal":{"name":"International Journal of Computer Games Technology","volume":null,"pages":null},"PeriodicalIF":2.5,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"65976372","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}