8,005 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

    From ‘hands up’ to ‘hands on’: harnessing the kinaesthetic potential of educational gaming

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    Traditional approaches to distance learning and the student learning journey have focused on closing the gap between the experience of off-campus students and their on-campus peers. While many initiatives have sought to embed a sense of community, create virtual learning environments and even build collaborative spaces for team-based assessment and presentations, they are limited by technological innovation in terms of the types of learning styles they support and develop. Mainstream gaming development – such as with the Xbox Kinect and Nintendo Wii – have a strong element of kinaesthetic learning from early attempts to simulate impact, recoil, velocity and other environmental factors to the more sophisticated movement-based games which create a sense of almost total immersion and allow untethered (in a technical sense) interaction with the games’ objects, characters and other players. Likewise, gamification of learning has become a critical focus for the engagement of learners and its commercialisation, especially through products such as the Wii Fit. As this technology matures, there are strong opportunities for universities to utilise gaming consoles to embed levels of kinaesthetic learning into the student experience – a learning style which has been largely neglected in the distance education sector. This paper will explore the potential impact of these technologies, to broadly imagine the possibilities for future innovation in higher education

    A 3D immersive discrete event simulator for enabling prototyping of factory layouts

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    There is an increasing need to eliminate wasted time and money during factory layout design and subsequent construction. It is presently difficult for engineers to foresee if a certain layout is optimal for work and material flows. By exploiting modelling, simulation and visualisation techniques, this paper presents a tool concept called immersive WITNESS that combines the modelling strengths of Discrete Event Simulation (DES) with the 3D visualisation strengths of recent 3D low cost gaming technology to enable decision makers make informed design choices for future factories layouts. The tool enables engineers to receive immediate feedback on their design choices. Our results show that this tool has the potential to reduce rework as well as the associated costs of making physical prototypes

    Multiparty Dynamics and Failure Modes for Machine Learning and Artificial Intelligence

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    An important challenge for safety in machine learning and artificial intelligence systems is a~set of related failures involving specification gaming, reward hacking, fragility to distributional shifts, and Goodhart's or Campbell's law. This paper presents additional failure modes for interactions within multi-agent systems that are closely related. These multi-agent failure modes are more complex, more problematic, and less well understood than the single-agent case, and are also already occurring, largely unnoticed. After motivating the discussion with examples from poker-playing artificial intelligence (AI), the paper explains why these failure modes are in some senses unavoidable. Following this, the paper categorizes failure modes, provides definitions, and cites examples for each of the modes: accidental steering, coordination failures, adversarial misalignment, input spoofing and filtering, and goal co-option or direct hacking. The paper then discusses how extant literature on multi-agent AI fails to address these failure modes, and identifies work which may be useful for the mitigation of these failure modes.Comment: 12 Pages, This version re-submitted to Big Data and Cognitive Computing, Special Issue "Artificial Superintelligence: Coordination & Strategy

    Game Jam 4 Investigating Design Issues with (partly) autonomous systems

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    International audienceAutonomous behavior like collecting resources is a key element in a variety of games. Managing autonomous behavior in games does not seem to pose problems when playing a game. The area of safety-critical systems has a variety of autonomous behaviors that have to be managed in their user interfaces. Carrying on with previous work about design and engineering critical interactive systems using contributions from gaming research and practice [7][8] this proposal aims to investigate the ability to use a Game Jam as a research method in the area of safety-critical systems, especially on new design issues encountered with (partly) autonomous systems

    Persuasive Engagement: Exploiting lifestyle as a driving force to promote energy-aware use patterns and behaviours.

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    Electricity consumption has been rising significantly in the western world the last decades and this has affected the environment negatively. Efficient use and more energy conservative usage patterns could be ways to approach this problem. However, electricity has for a long time actively been hidden away and it is rarely thought of unless it ceases to exist. From the perspective of critical design, we have been working to find methods to visualise electricity and electricity consumption in everyday life to promote environmentally positive behavioural change. In this paper, we are looking at how aspects of lifestyles can be used in design as central driving forces that could lead to changed behaviour. Attempts to promote behavioural changes related to energy consumption might be successfully carried out when people are offered desirable alternatives that are engaging and that do not impose a perceived extra burden in their everyday life. This argument is exemplified through two design concepts, the AWARE Laundry Lamp and the Energy Plant, which are examples on how to increase people’s energy awareness and offer them means for reducing their energy consumption in the home. Both prototypes are inspired by current trends in lifestyle as well as actual observed user behaviour. Keywords: Interaction Design; Sustainable Design; Energy; Lifestyle; Persuasive Design</p

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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