11,373 Hits in 4.8 sec

Virtual environment cultural training for operational readiness (VECTOR)

John E. Deaton, Charles Barba, Tom Santarelli, Larry Rosenzweig, Vance Souders, Chris McCollum, Jason Seip, Bruce W. Knerr, Michael J. Singer
2005 Virtual Reality  
The subsequent development of VECTOR-SE was funded and sponsored by Dr. Jim Belanich of the U.S. Army Research Institute.  ...  All judgments and opinions presented in this paper are, however, those of the authors and do not represent positions of the U.S. Army.  ...  A key aspect of VECTOR is the creation of a learning environment that encourages the trainee to engage the virtual environment training.  ... 
doi:10.1007/s10055-004-0145-x fatcat:exwfqqfxtngcjpithiouh4wviy

The Convergence of Life and Technology from the Nurturing Perspective

Robert J. Wierzbicki
2014 International journal of advanced smart convergence  
A game-based provision of educationally-valuable content within a collective, virtual environment combined with an analysis of events in the game after it has been played (blended nurture environment)  ...  Upbringing requires an active intervention in the process of children growing up.  ...  Metaphor-based game design can be an effective tool in understanding and correcting human behavior, especially in pre-adolescence.  ... 
doi:10.7236/ijasc.2014.3.1.2 fatcat:wjloc5pcrfdglbxsw2pkrpxbry

Advances in agumented reality (AR) for medical simulation and training

Vladimir Ivanov, Alexander Klygach, Sam Shterenberg, Sergey Strelkov, Jason Levy
2020 3C Tecnología  
This tool is based on absolute hall encoders and transmits data as separate stream through a digital-to-analog converter. In addition, it has a slot for swapping different surgical instruments.  ...  While this tool is designed primary for games, it also provides accurate haptic feed-back with three degrees of freedom (DOF).  ... 
doi:10.17993/3ctecno.2020.specialissue5.303-312 fatcat:y5rfk3uvmnh3ljr6swxnbfatpi

Designing Effective Serious Games: Opportunities and Challenges for Research

Francesco Bellotti, Riccardo Berta, Alessandro De Gloria
2010 International Journal of Emerging Technologies in Learning (iJET)  
tools; methodologies and tools for designing games from various topics and for various users; computing and communication architectures; technologies that can enhance the overall system performance.  ...  , virtual coaches and affective learning, living worlds, game mechanics, Human-Computer Interaction.  ...  of games  Methodologies and tools for designing games from various topics and for various users.  ... 
doi:10.3991/ijet.v5s3.1500 fatcat:2tbarz52obgyriosfqwgrrdsz4

Computer Entertainment Technologies for the Visually Impaired: An Overview

Manuel López Ibáñez, Alejandro Romero-Hernández, Borja Manero, María Guijarro
2021 International Journal of Interactive Multimedia and Artificial Intelligence  
Reviewed articles are distributed in four categories covering the following subjects: (1) video game design and architecture, (2) video game adaptations, (3) accessible games as learning tools or treatments  ...  and (4) navigation and interaction in virtual environments.  ...  Additionally, this research is carried out in collaboration with the ONCE-Tiflotechnology Chair of the Complutense University of Madrid.  ... 
doi:10.9781/ijimai.2021.04.008 fatcat:yl4f4yae5ff5hhtupbbsku72pu

Enhancing model interaction with immersive and tangible representations: A case study using the Lotka-Volterra model

Michael Howell, David Vega, Karen Doore, Paul Fishwick
2014 Proceedings of the Winter Simulation Conference 2014  
We designed and implemented an interactive virtual environment as well as an interactive tangible "water computer" to represent the complex interspecies behavior of Lotka-Volterra predator-prey dynamic  ...  Dynamic computer simulations seek to engage the viewer by providing an intuitive representational mapping of common knowledge features to new knowledge concepts.  ...  Figure 3: Concept Design of Virtual Environment Our systems are designed to support inquiry-driven learning; to prompt the user to ask the question: what is the underlying structure that is driving the  ... 
doi:10.1109/wsc.2014.7020187 dblp:conf/wsc/HowellVDF14 fatcat:wy2incxhaberbmu3zowba5ch4a

Pedagogical immigration to 3D virtual worlds: A critical review of underlying themes and their concepts

Noha Saleeb, Georgios Dafoulas
2010 2010 International Conference on Information Society  
An open access repository of Middlesex University research Saleeb, Noha and Dafoulas, George ORCID: (2010) Pedagogical immigration to 3D virtual  ...  worlds: a critical review of underlying themes and their concepts.  ...  The dominant content form of a 3D VLE is imagery thus making it an image-based environment [8] .  ... 
doi:10.1109/i-society16502.2010.6018737 fatcat:473vukvesbhbvpypdbr2uhkfme

A Semantic Layer for Knowledge-Based Game Design in Edutainment Applications

Andrea Repetto, Chiara Eva Catalano
2015 Proceedings of the 7th International Conference on Intelligent Technologies for Interactive Entertainment  
The proposed approach has been tested to design a serious game concept set in the marine environment.  ...  This issue is particularly crucial in edutainment applications where realism impacts the learning aspect of the game experience.  ...  Formalizing such content in an ontology corresponds to the creation of a separate educational module, which constitute the base for a pedagogically-driven design of the game.  ... 
doi:10.4108/icst.intetain.2015.259561 dblp:journals/fiee/RepettoC15 fatcat:zwqwjyqsfbelhntfuyz6bwc5ai

Design and Narrative Structure for the Virtual Human Scenarios

Stefan Göbel, Ido Aharon Iurgel, Markus Rössler, Frank Hülsken, Christian Eckes
2007 International Journal of Virtual Reality  
This article describes the design of the two application scenarios of the Virtual Human project and its integration into the Virtual Human system.  ...  story environment, whereby the users can interact and discuss with a set of virtual characters.  ...  In sum, there is an obvious analogy between the authoring concepts of Cyranus (hierarchic transition network plus activation engines: rule based system, etc.) and the logic of common learning adventure  ... 
doi:10.20870/ijvr.2007.6.4.2703 fatcat:vbk7bl7ajreyfpant2cdldynq4

Multi-User Virtual Environments for Learning: Experience and Technology Design

Nicoletta Di Blas, Alberto Bucciero, Luca Mainetti, Paolo Paolini
2012 IEEE Transactions on Learning Technologies  
Multi-User Virtual Environments (MUVEs) are often used to support learning in formal and informal educational contexts.  ...  The design process, therefore, has to follow a dual track: the design of the educational experience as a whole and the design of the MUVE.  ...  The work is partially funded by the Italian Ministry of Education, University and Research (MIUR) under the FIRB RBNE07RCPX L4A (Learning for All) research project.  ... 
doi:10.1109/tlt.2012.16 fatcat:trdhx76rifb7jfvgkzxp2zyfae

Model as You Do: Engaging an S-BPM Vendor on Process Modelling in 3D Virtual Worlds [chapter]

Joel Harman, Ross Brown, Udo Kannengiesser, Nils Meyer, Thomas Rothschädl
2015 S-BPM in the Wild  
Metasonic GmbH has developed a process elicitation tool for their process suite.  ...  As part of a research engagement with Metasonic, staff from QUT, Australia have developed a 3D virtual world approach to the same problem, viz. eliciting  ...  Acknowledgments The authors acknowledge the financial assistance of Metasonic GmbH in the development and evaluation of the virtual world tool in this project.  ... 
doi:10.1007/978-3-319-17542-3_7 fatcat:7ywpy5rjbzgdlmkcuxuiglsqwy

Virtual reality for cognitive rehabilitation: from new use of computers to better knowledge of brain black box?

Pierre-Alain Joseph, Jean-Michel Mazaux, Eric Sorita
2014 International Journal on Disability and Human Development  
Virtual reality based technologies are one of the emerging tools that appear to have great potential for use in cognitive rehabilitation but it still is unclear how brain capacities are involved and what  ...  Home retraining or telerehabilitation based on VR may bridge the gap between lack of specialized resources and growing number of patients. Qualitative design of VR tools is more questionable.  ...  Acknowledgements: The authors thank Evelyne Klinger whose expertise, understanding, and shared research added considerably to their experience of VR applied to cognitive deficits. REFERENCES S.  ... 
doi:10.1515/ijdhd-2014-0322 fatcat:3sdmlod52fgmjlslu7kvet6sku

The influence of collaborative learning games within different devices on student's learning performance and behaviours

Hsien-Sheng Hsiao, Cheng-Sian Chang, Chien-Yu Lin, Chih-Chun Chang, Jyun-Chen Chen
2014 Australasian Journal of Educational Technology  
Importantly, by bridging the gap between digital game-based learning and collaborative learning, this study provides evidence of novel and engaging experiences when using a multi-player, multi-modal tabletop  ...  This study demonstrates the effectiveness of using multi-touch tabletop collaborative game (MTCG) as a collaborative learning platform, in which multiple students can play games using a digital surface  ...  Acknowledgments This research is partially supported by the "Aim for the Top University Project" and "Center of Learning Technology for Chinese" of National Taiwan  ... 
doi:10.14742/ajet.347 fatcat:6bj5ypzynfdqzmrfmn73vph5di

Transfer of Learning and Teaching: A Review of Transfer Theories and Effective Instructional Practices

Shiva Hajian
2019 IAFOR Journal of Education  
, interacting, assessing and reflecting in situated learning environments.  ...  The results of the comparison of the selected theories indicated that transfer was a multi-dimensional process that could occur at any stage of learning and could be enhanced through coaching, scaffolding  ...  Well-designed simulations and games provide immersive environments with appropriate tools, content, feedback, and scaffolds that are necessary for meaningful cognitive and metacognitive learning and transfer  ... 
doi:10.22492/ije.7.1.06 fatcat:b2fshxohcjeelmyu4wngy2oqqu

An Assessment of Serious Games Technology: Toward an Architecture for Serious Games Design

Walid Mestadi, Khalid Nafil, Raja Touahni, Rochdi Messoussi
2018 International Journal of Computer Games Technology  
The design of an engaging and motivating serious game (SG) requires a strong knowledge of learning domain, pedagogy, and game design components, which are hard to be found and restrained by an individual  ...  Despite the fact that the existing models that support SG design are intended to have a combination of learning and fun, the design of SG remains difficult to achieve.  ...  A New Methodology of Design and Development of serious game [29]. Y e s N o N o N o Y e s The design of an analogical encoding tool for game-based virtual learning Yes Yes No No Yes!  ... 
doi:10.1155/2018/9834565 fatcat:24nvv3otd5axdopmbcqllvgxau
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