3,147 research outputs found

    Optimal configuration of active and backup servers for augmented reality cooperative games

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    Interactive applications as online games and mobile devices have become more and more popular in recent years. From their combination, new and interesting cooperative services could be generated. For instance, gamers endowed with Augmented Reality (AR) visors connected as wireless nodes in an ad-hoc network, can interact with each other while immersed in the game. To enable this vision, we discuss here a hybrid architecture enabling game play in ad-hoc mode instead of the traditional client-server setting. In our architecture, one of the player nodes also acts as the server of the game, whereas other backup server nodes are ready to become active servers in case of disconnection of the network i.e. due to low energy level of the currently active server. This allows to have a longer gaming session before incurring in disconnections or energy exhaustion. In this context, the server election strategy with the aim of maximizing network lifetime is not so straightforward. To this end, we have hence analyzed this issue through a Mixed Integer Linear Programming (MILP) model and both numerical and simulation-based analysis shows that the backup servers solution fulfills its design objective

    Beyond cute: exploring user types and design opportunities of virtual reality pet games

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    Virtual pet games, such as handheld games like Tamagotchi or video games like Petz, provide players with artificial pet companions or entertaining pet-raising simulations. Prior research has found that virtual pets have the potential to promote learning, collaboration, and empathy among users. While virtual reality (VR) has become an increasingly popular game medium, litle is known about users' expectations regarding game avatars, gameplay, and environments for VR-enabled pet games. We surveyed 780 respondents in an online survey and interviewed 30 participants to understand users' motivation, preferences, and game behavior in pet games played on various medium, and their expectations for VR pet games. Based on our findings, we generated three user types that reflect users' preferences and gameplay styles in VR pet games. We use these types to highlight key design opportunities and recommendations for VR pet games

    Undercurrents – A Computer-Based Gameplay Tool to Support Tabletop Roleplaying

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    This paper introduces Undercurrents, a computer-based gameplay tool for providing additional communication and media streams during tabletop roleplaying sessions. Based upon a client-server architecture, the system is intended to unobtrusively support secret communication, timing of audio and visual presentations to game events, and real-time documentation of the game session. Potential end users have been involved in the development and the paper provides details on the full design process

    Virtual and Augmented Reality in Basic and Advanced Life Support Training

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    The use of augmented reality (AR) and virtual reality (VR) for life support training is increasing. These technologies provide an immersive experience that supports learning in a safe and controlled environment. This review focuses on the use of AR and VR for emergency care training for health care providers, medical students, and nonprofessionals. In particular, we analyzed (1) serious games, nonimmersive games, both single-player and multiplayer; (2) VR tools ranging from semi-immersive to immersive virtual and mixed reality; and (3) AR applications. All the toolkits have been investigated in terms of application goals (training, assessment, or both), simulated procedures, and skills. The main goal of this work is to summarize and organize the findings of studies coming from multiple research areas in order to make them accessible to all the professionals involved in medical simulation. The analysis of the state-of-the-art technologies reveals that tools and studies related to the multiplayer experience, haptic feedback, and evaluation of user’s manual skills in the foregoing health care-related environments are still limited and require further investigation. Also, there is an additional need to conduct studies aimed at assessing whether AR/VR-based systems are superior or, at the minimum, comparable to traditional training methods

    Raising awareness on Archaeology: A Multiplayer Game-Based Approach with Mixed Reality

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    International audienceOur research deals with the development of a new type of game‐based learning environment: (M)MORPG based on mixed reality, applied in the archaeological domain. In this paper, we propose a learning scenario that enhances players' motivation thanks to individual, collaborative and social activities and that offers a continuous experience between the virtual environment and real places (archaeological sites, museum). After describing the challenge to a rich multidisciplinary approach involving both computer scientists and archaeologists, we present two types of game: multiplayer online role‐playing games and mixed reality games. We build on the specificities of these games to make the design choices described in the paper. The proposed approach aims at raising awareness among people on the scientific approach in Archaeology, by providing them information in the virtual environment and encouraging them to go on real sites. We finally discuss the issues raised by this work, such as the tensions between the perceived individual, team and community utilities, as well as the choice of the entering point in the learning scenario (real or virtual) for the players' involvement in the game

    STUDI LITERATUR PENGARUH MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY MARKERLESS TERHADAP MOTIVASI BELAJAR SISWA

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    Media pembelajaran adalah inovasi pembelajaran dalam menghadapi revolusi pendidikan. Media pembelajaran harus berdampak pada peningkatan motivasi belajar. Augmented Reality dengan metode markerless diharapkan dapat meningkatkan motivasi belajar siswa karena ruang lingkup 3D menjadi lebih flexibel dan dapat memanfaatkan benda apapun disekitar untuk dijadikan target marker. Media pembelajaran pada metode ini di tiap tiap daerah mempunyai keunikan dan keunggulan masing-masing dalam proses pembelajaran yang lebih hidup. Banyak pengaruh positif meningkatkatnya motivasi belajar dari penerapan media ini seperti pembelajaran translate Bahasa Aceh ke Bahasa Indonesia, menentukan posisi Dewata Nawa Sanga dengan teknik gyroscope, dll. Sehingga, siswa dapat menghasilkan sifat kreatif, kecerdasan emosinya menjadi terukur, dan siswa lebih kompetitif serta kolaboratif dengan teman sebaya nya

    AUGGMED: developing multiplayer serious games technology to enhance first responder training

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    Many serious games are designed for single player access only. However, the benefits of the immersive nature of serious games and virtual reality may be enhanced when teams who usually train together can also do so within a virtual environment. The purpose of this article is to outline the architecture of the AUGGMED serious game and discuss the technical challenges faced when creating a multiplayer counter terrorism training serious game utilising virtual reality, touch screen interfaces and a realistic crowd simulation. AUGGMED is designed using an agile modular approach utilising user centred design principles, with each technical developer owning a set of tools which are continuously integrated, piloted, and improved throughout the development cycle. Constant piloting with first responders enables iterative improvements, which meet end user training requirements. Building a multiplayer training game specialised in providing realistic simulation of real situations, and enabling users to interface with the simulation through virtual reality identifies a large set of technical challenges. The article identifies a number of the challenges faced while developing AUGGMED and the solutions used to overcome them, including barriers and logistical/technical difficulties to integrating multiple existing (Exodus crowd simulation) and new (virtual reality) technologies into a single serious game for training first responders
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