11,446 research outputs found

    Pervasive Gaming: Testing Future Context Aware Applications

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    More and more technical research projects take place that weave together elements of real and virtual life to provide a new experience defined as pervasive. They bank on the development of mobile services to drive the expansion of pervasive applications and in particular pervasive games. Using geolocalisation, local networks and short range radio frequencies technologies like RFID or other tagging technologies, pervasive games rely on a close relationship to the environment and thus explore the space between fiction and reality. This is their main quality but possibly their main weakness as the development relies on the production of specific contents in relation to the context of use. In this article, we propose to explore what this entirely new paradigm for game design implies in terms of production and how to overcome the limitations due to this dependency of contents and context. Based on our experience of three pervasive games developed within research projects on adhoc wifi (ANR-Safari and ANRTranshumance) and RFID networks (ANR-PLUG), this paper presents different options to reducing the cost of content production relying on either traditional editors or grass root contributions.pervasive games, content production, game design, geolocalised technologies.

    Emerging technologies for learning report (volume 3)

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    CGAMES'2009

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    Innovation Gaming: An Immersive Experience Environment Enabling Co-creation

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    A number of existing innovation paradigms and design approaches such as Open Innovation (Chesbrough, 2003), User Experience (Hassenzahl & Tractinsky, 2006) and User-Centred Design (Von Hippel, 2005), as well as User-Centred Open Innovation Ecosystems (Pallot, 2009a) are promoting distributed collaboration among organisations and user communities. However, project stakeholders are mainly trained for improving their individual skills through learning experience (i.e. practical exercises, role playing game) rather than getting a live user experience through immersive environments (e.g. Virtual Reality, Serious Games) that could unleash their creativity potential. This chapter introduces the findings of a study on serious gaming, which discusses various aspects of games and explores a number of issues related to the use of innovation games for enabling user co-creation in the context of collaborative innovation and experiential Living Labs

    Virtual MET Institution : assessing the potentials and challenges of applying multi-user virtual environment in maritime education and training

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    The dissertation is a study to assess the potentials and challenges in the use of Multi-User Virtual Environment (MUVE) in Maritime Education and Training (MET) context. Virtual technology is growing at fast pace. The applications of MUVE are being utilized by numerous institutions across many educational professions. However, the area of utilizing MUVE in MET is still very limited. At the time being, it is indicated that there is possibility to take advantages of MUVE to create: (1) an enhance learning environment, (2) collaboration tools to support the distributed knowledge community, and (3) new modes of distance learning. METs are facing with several contemporary issues. There are necessities to foster the learning experience of future seafarers, to promote expertise exchange, and to continuously support its community of practice from distance. The investigation of MUVE’s characteristics and its applications suggests chances to tackle the such issues. Obviously, assessing the potentials and challenges of applying MUVE in MET become critical. The assessment tasks are conducted by examining the potentials that an institution can benefit as well as challenges that it would face. Then it is repositioned into MET contexts by taking into account the reality of MET’s culture and practices. The outcomes of the assessments indicate the affordance of MUVE for educational activities in MET institutions. Being aware of the limitations of the research itself, a number of recommendations are made concerning the need for further investigation in the subject

    Comparison between Famous Game Engines and Eminent Games

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    Nowadays game engines are imperative for building 3D applications and games. This is for the reason that the engines appreciably reduce resources for employing obligatory but intricate utilities. This paper elucidates about a game engine, popular games developed by these engines and its foremost elements. It portrays a number of special kinds of contemporary game developed by engines in the way of their aspects, procedure and deliberates their stipulations with comparison
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