11,426 research outputs found

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    CGAMES'2009

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    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Emerging technologies for learning report (volume 3)

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    Integrating Game Engines into the Mobile Cloud as Micro-services

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    Game engines have been widely adopted in fields other than games, such as data visualization and game-based education. As the number of mobile devices owned by each person increases, extra resources are available in personal device clouds, expanding typical learning space to outside of the classroom and increasing possibilities for teacher-student interactions. Owning multiple devices poses the problem of how to make use of idle resources on devices that are slightly dated or lack portability compared to newer models. Such resources include CPU power, display, and data storage. In order to solve this problem, an architecture is proposed for mobile applications to access these resources on various mobile devices. The main approach used here is to divide an application into several modules and distribute them over a personal device cloud (formed by same-user-owned devices) as micro-services. In this architecture, game engines will be incorporated as a render module to tap in its rendering capability. Additionally, modules will communicate using CoAP which has minimal overhead. To evaluate the feasibility of such architecture, a prototype is implemented and deployed over a mobile device, and tested in a modest context that is similar to real life settings

    Wearable and IoT technologies application for physical rehabilitation

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    This research consists in the development an IoT Physical Rehabilitation solution based on wearable devices, combining a set of smart gloves and smart headband for use in natural interactions with a set of VR therapeutic serious games developed on the Unity 3D gaming platform. The system permits to perform training sessions for hands and fingers motor rehabilitation. Data acquisition is performed by Arduino Nano Microcontroller computation platform with ADC connected to the analog measurement channels materialized by piezo-resistive force sensors and connected to an IMU module via I2C. Data communication is performed using the Bluetooth wireless communication protocol. The smart headband, designed to be used as a first- person-controller in game scenes, will be responsible for collecting the patient's head rotation value, this parameter will be used as the player's avatar head rotation value, approaching the user and the virtual environment in a semi-immersive way. The acquired data are stored and processed on a remote server, which will help the physiotherapist to evaluate the patients' performance around the different physical activities during a rehabilitation session, using a Mobile Application developed for the configuration of games and visualization of results. The use of serious games allows a patient with motor impairments to perform exercises in a highly interactive and non-intrusive way, based on different scenarios of Virtual Reality, contributing to increase the motivation during the rehabilitation process. The system allows to perform an unlimited number of training sessions, making possible to visualize historical values and compare the results of the different performed sessions, for objective evolution of rehabilitation outcome. Some metrics associated with upper limb exercises were also considered to characterize the patient’s movement during the session.Este trabalho de pesquisa consiste no desenvolvimento de uma solução de Reabilitação Física IoT baseada em dispositivos de vestuário, combinando um conjunto de luvas inteligentes e uma fita-de-cabeça inteligente para utilização em interações naturais com um conjunto de jogos terapêuticos sérios de Realidade Virtual desenvolvidos na plataforma de jogos Unity 3D. O sistema permite realizar sessões de treino para reabilitação motora de mãos e dedos. A aquisição de dados é realizada pela plataforma de computação Arduino utilizando um Microcontrolador Nano com ADC (Conversor Analógico-Digital) conectado aos canais de medição analógicos materializados por sensores de força piezo-resistivos e a um módulo IMU por I2C. A comunicação de dados é realizada usando o protocolo de comunicação sem fio Bluetooth. A fita-de-cabeça inteligente, projetada para ser usada como controlador de primeira pessoa nos cenários de jogo, será responsável por coletar o valor de rotação da cabeça do paciente, esse parâmetro será usado como valor de rotação da cabeça do avatar do jogador, aproximando o utilizador e o ambiente virtual de forma semi-imersiva. Os dados adquiridos são armazenados e processados num servidor remoto, o que ajudará o fisioterapeuta a avaliar o desempenho dos pacientes em diferentes atividades físicas durante uma sessão de reabilitação, utilizando uma Aplicação Móvel desenvolvido para configuração de jogos e visualização de resultados. A utilização de jogos sérios permite que um paciente com deficiências motoras realize exercícios de forma altamente interativa e não intrusiva, com base em diferentes cenários de Realidade Virtual, contribuindo para aumentar a motivação durante o processo de reabilitação. O sistema permite realizar um número ilimitado de sessões de treinamento, possibilitando visualizar valores históricos e comparar os resultados das diferentes sessões realizadas, para a evolução objetiva do resultado da reabilitação. Algumas métricas associadas aos exercícios dos membros superiores também foram consideradas para caracterizar o movimento do paciente durante a sessão

    “Mistérios do Som” – development of a serious game for children with speech and hearing disorders

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    The way we speak is extremely important when communicating with others, and out of all the forms of communication, this is surely the one that reveals most of our personality and emotions. Therefore, there is a problem to be solved when children begin to reveal some difficulties pronouncing and saying certain sounds and words, making it important to solve them promptly, as these problems can later reveal themselves in other topics, such as writing. Nowadays there are several types of exercises and tools that aim at diagnosing, treating and accompanying children to overcome these problems. Although the exercises used in the therapy sessions are somewhat successful, it is difficult to captivate and in-centive children during each session. To mitigate these issues, serious games arise, a concept that unites education and entertainment into one. Serious games can improve results in therapy sessions, stimulat-ing children and the therapist through a differentiating experience, and helping parents when their child is at home. It is within this concept that the “Mistérios do Som” game emerges, a serious game for children aged 6 to 10 that have speech and hearing disorders, combining gameplay in a 3D world with exercises that suit the needs of the child, giving the appropriate feedback according to their performance
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