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Virtual Humans in Serious Games

Nadia Magnenat-Thalmann, Zerrin Kasap
2009 2009 International Conference on CyberWorlds  
This paper gives an overview of serious games applications and mention about research on socially intelligent virtual characters and their use in serious games.  ...  Virtual humans are the inhabitants of the simulated worlds in these games and the challenge is not only to make them look like humans but also to make them behave as humans.  ...  Otherwise, the virtual humans are uncooperative and prevent trainees from "winning" the game. Today, serious game companies collaborate with educators in order to create tools for schools.  ... 
doi:10.1109/cw.2009.17 dblp:conf/vw/Magnenat-ThalmannK09 fatcat:r7vldxujcbgfpoozvasyfxybzy

A Serious Game for the Cardiovascular System Anatomy

Karolini Conceição, Robson Lemos, Patricia Fiuza, Cristian Cechinel, Cristiane Rudolph
2019 International journal for innovation education and research  
From the data analysis, it has been observed an increase in the educational performance of the students with the use of the serious game to aid teaching of the cardiovascular system anatomy in a virtual  ...  The study aims to investigate the effects of a serious game on the performance of health science students in the education of the cardiovascular system anatomy.  ...  in human anatomy; and, augmented and virtual reality for human anatomy education.  ... 
doi:10.31686/ijier.vol7.iss12.2018 fatcat:hjf5vvgkb5hgnnwun2kbrsnszq

Graphics and Virtual Environments for Serious Games

Fotis Liarokapis, Eike Falk Anderson
2020 IEEE Computer Graphics and Applications  
We hope you enjoy reading these articles and learn more about graphics and virtual environments for serious games.  ...  Experimental results show that placing wings on the user's virtual shoulders in an angelic form and controlling these by arm movements is the preferred way to extend human capabilities toward flying in  ... 
doi:10.1109/mcg.2020.2998225 fatcat:a2y4zaaanjfsbeqhxhygdpjkve

User-Agent Bond in Generalizable Environments: Long-Term Risk-Reduction via Nudged Virtual Choices

Liyuan Wang, John L Christensen, Benjamin J Smith, Traci K Gillig, David C Jeong, Mingxuan Liu, Paul R Appleby, Stephen J Read, Lynn C Miller
2021 Frontiers in Psychology  
We did so by using 3-month longitudinal data involving a narratively-based serious game: Socially Optimized Learning in Virtual Environments (SOLVE), a 3D-interactive game designed to reduce risky sexual  ...  In the current study, we test the possibility that users' identification with video game avatars-a bond built between avatars and players- would account for subsequent behavior changes.  ...  ACKNOWLEDGMENTS Authors would like to acknowledge journal editors and reviewers for their time and efforts in creating a space for researchers in understanding the bonds between human and avatars.  ... 
doi:10.3389/fpsyg.2021.695389 pmid:34512452 pmcid:PMC8428191 fatcat:encm7vm3jzeoznwxi2pafpnzhi

Be Civic: An Immersive Serious Game

Yoselie Alvarado, Roberto Guerrero, Francisco Serón
2018 EAI Endorsed Transactions on Serious Games  
Nowadays, serious games are one of the biggest existing industries and it is still growing steadily in many sectors. Particularly, the use of virtual worlds and serious games in education is growing.  ...  This paper introduces the development of a serious game in an immersive learning environment for teaching Civics.  ...  Introduction It is not a secret: humans love playing games. Humans have figured out a way to create games with every emerging technology in history.  ... 
doi:10.4108/eai.5-1-2018.153534 fatcat:22cbc3tvrvdpxmhoq4tbp5ghyy

Special issue on Cyberworlds 2010

Alexei Sourin, Daniel Thalmann, Olga Sourina
2011 The Visual Computer  
Nowadays, some countries even set up their embassies and consulate departments in shared virtual communities.  ...  Cyberspace opens new waste virtual lands and unlimited opportunities for the entrepreneurs, researchers, engineers, students, and in fact to any network users.  ...  Next paper, "Fractal Dimension Based Neurofeedback in Serious Games," continues the topic of serious games.  ... 
doi:10.1007/s00371-011-0552-4 fatcat:h5mk2ydnxnfwjnfz4ijvw4mdwy

Innovative digital technology design and game healing-Serious Game's innovative design for children with special needs

Yang Feng, M. Anpo, F. Song
2021 E3S Web of Conferences  
the virtual world; how to skillfully integrate human care into the game design; how to use the game to pay attention to special groups; how to make the function of the game get multi-dimensional presentation  ...  We must stimulate the innovative potential of design and let digital technology play a greater driving force.The current era of "internet of all things" is also a new challenge to the development of human  ...  Virtual characters are graphic entities with life characteristics simulated in Serious games, and virtual characters with credible behavior can improve the user's experience of using Serious games.  ... 
doi:10.1051/e3sconf/202123605076 fatcat:autjhgdsunf6bkumjpfaoyqu4e

Serious Games for Cultural Heritage: the GaLA Activities [article]

Michela Mortara, Francesco Bellotti, Riccardo Berta, Chiara Eva Catalano, Giusy Fiucci, Minica Houry-Panchetti, Panagiotis Petridis
2011 Eurographics Workshop on Graphics and Cultural Heritage  
In addition, Serious Games (games designed with an educational purpose) are an emerging way to engage the wide public with an amusing experience while stimulating learning.  ...  In this paper we will describe the activities of the Special Interest Group on Humanities and Heritage within the GaLA (Games and Learning Alliance) Network of Excellence, devoted to the identification  ...  Acknowledgements This paper has been partially supported by the FP7 EU NoE "GaLA: Games and Learning Alliance", grant number 258169.  ... 
doi:10.2312/pe/vast/vast11s/069-072 dblp:conf/vast/MortaraBBCFHP11 fatcat:dpvaxszvlrb5xkqoqp63uhridu

EpiduroSIM: Epiduroscopy simulator based on serious game for spatial cognitive training (Preprint)

Junho Ko, Jongjoo Lee, Seong-Wook Jang, Yeomin Yun, Sungchul Kang, Dong Ah Shin, Yoon Sang Kim
2018 JMIR Serious Games  
This study aimed to propose an epiduroscopy simulator, EpiduroSIM, based on a serious game for spatial cognitive training. EpiduroSIM was designed based on a serious game.  ...  Serious game-based simulators can provide a trainee-centered educational environment unlike traditional teacher-centered education environments since serious games provide a high level of interaction (  ...  To learn the catheter insertion paths in the human body, EpiduroSIM was designed based on the game elements of the serious educational game.  ... 
doi:10.2196/12678 pmid:31456580 pmcid:PMC6734856 fatcat:4gilsgjplvbujbny256mnqdjby

Serious Games as an Engaging Medium on Building Energy Consumption: A Review of Trends, Categories and Approaches

Xianfeng Wu, Shuli Liu, Ashish Shukla
2020 Sustainability  
A novel application of serious games in engaging and educating end-users has been validated during the last years.  ...  However, active engagement in energy monitoring has contributed to numerous past successes in energy use reduction, and gamification and serious games show great potential for building upon these achievements  ...  The second key aspect is to explore how serious games change human behaviours in relation to energy consumption.  ... 
doi:10.3390/su12208508 fatcat:7ya33oxa5zhxpovcu63betp6bq

A guideline proposal for minimizing cybersickness in VR-based serious games and applications [article]

Thiago Porcino, Derek Reilly, Esteban Clua, Daniela Trevisan
2022 arXiv   pre-print
Head-mounted displays (HMDs) are popular immersive tools in general, not limited to entertainment but also for education, military, and serious games for health.  ...  We first present the main strategies focused on minimizing cybersickness problems in virtual reality.  ...  Some studies [15] , [31] designed virtual reality-based serious games to enhance the execution of these movements using virtual reality and HMDs. In Ferreira et al.  ... 
arXiv:2207.06346v1 fatcat:wpmcmnqfuzhdroc6bmzttza4ui

Immersive Networking-A Framework for Virtual Environments with Augmented Reality in Human Decision-Making

Theo Kanter, Uno Fors, Rahim Rahmani
2016 International Journal of Multimedia and Ubiquitous Engineering  
We conclude by validating our approach in several scenarios evaluating the relevance and application in human decision-making.  ...  In this publication we present Immersive Networking as a novel framework for connecting people and places and things in virtual environments with augmented reality to be used in eg.  ...  Nether-lands and Serious Games Interactive Denmark for inputs discussions on the new learning model suggested.  ... 
doi:10.14257/ijmue.2016.11.6.05 fatcat:f5rlsco2ofcflnbffbhekwjj3a

A Review on Serious Games for Phobia [article]

Sha Li, Peichen Yang, Rongyang Li, Fadi Farha, Jianguo Ding, Per Backlund, Huansheng Ning
2022 arXiv   pre-print
As a new way to treat a phobia, virtual reality exposure therapy(VRET) based on serious games is introduced.  ...  There have been much researches in the field of serious games for phobia therapy (SGPT), so this paper presents a detailed review of SGPT from three perspectives.  ...  in the virtual world of the game.  ... 
arXiv:2201.05738v1 fatcat:kc33fsd4hrbi3kqvpdmcno7c24

Stress Inducing Demands in Virtual Environments

Tor Finseth, Neil Barnett, Elizabeth A. Shirtcliff, Michael C. Dorneich, Nir Keren
2018 Proceedings of the Human Factors and Ergonomics Society Annual Meeting  
This study investigated how simulated features in a virtual reality (VR) induce stress by means of user-focused demands in serious games.  ...  This study investigated how simulated features in a virtual reality (VR) induce stress by means of user-focused demands in serious games.  ...  Findings from this study warrant further investigation into how features induce stress in serious games and can be integrated in future serious game taxonomies.  ... 
doi:10.1177/1541931218621466 fatcat:fujn5kg4t5f7hjqy2k5i2tuiyq


Spits Warnars
2010 International Journal of Computer Science & Information Technology (IJCSIT)  
Game information system can be implemented in many sectors as like the information system itself but in difference's view.  ...  The Game Information System will run the Information System with game and how game can be implemented to run the Information System.  ...  Figure 10 shows the transformation from real human to virtual human. Real Human Virtual Human Figure 10 .  ... 
doi:10.5121/ijcsit.2010.2310 fatcat:3vsj3uq64fhenp7v53hxyxgwjy
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