19 research outputs found

    Serious Games for education and training

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    Serious Games (SGs) are gaining an ever increasing interest for education and traning. Exploiting the latest simulation and visualization technologies, SGs are able to contextualize the player's experience in challenging, realistic environments, supporting situated cognition. However, we still miss methods and tools for effectively and deeply infusing pedagogy and instruction inside digital games. After presenting an overview of the state of the art of the SG taxonomies, the paper introduces the pedagogical theories and models most relevant to SGs and their implications on SG design. We also present a schema for a proper integration of games in education, supporting different goals in different steps of a formal education process. By analyzing a set of well-established SGs and formats, the paper presents the main mechanics and models that are being used in SG designs, with a particular focus on assessment, feedback and learning analytics. An overview of tools and models for SG design is also presented. Finally, based on the performed analysis, indications for future research in the field are provided

    The Use of Binaural Based Spatial Audio in the Reduction of Auditory Hypersensitivity in Autistic Young People

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    Individuals diagnosed with autism spectrum disorder (ASD) are characterised as experiencing impairments in social-emotional interaction and communication, alongside frequently displaying repetitive behaviours and interests. Further to this, they are often described as experiencing difficulties in processing sensory information, with particular prevalence within the auditory modality. Provoked by common environmental sounds, auditory hypersensitivity can result in self-regulatory fear responses. Rather than a physiological pain reaction, literature suggests that these hypersensitivities are resulting through irrational fear of the sounds. This investigation evaluates the use of binaural based spatial audio as a rendering technique for delivering realistic simulations of averse stimuli within a virtual reality (VR) exposure based computer game intervention for auditory hypersensitivity in autism. Over multiple experimental sessions, 20 autistic participants experiencing auditory hypersensitivity were exposed to either spatial audio or stereo renders of target stimuli during the intervention. Measurements of self-reported emotions displayed significant reductions in associated negative emotional reactions to target stimuli for all participants. However, significant improvements were experienced by those listening to spatial audio simulations. Moreover, tracked voluntary interactions with exposure based game-mechanics increased as the study progressed. Providing further evidence of increased tolerance towards averse auditory stimuli

    Current trends on ICT technologies for enterprise information s²ystems

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    The proposed paper discusses the current trends on ICT technologies for Enterprise Information Systems. The paper starts by defining four big challenges of the next generation of information systems: (1) Data Value Chain Management; (2) Context Awareness; (3) Interaction and Visualization; and (4) Human Learning. The major contributions towards the next generation of information systems are elaborated based on the work and experience of the authors and their teams. This includes: (1) Ontology based solutions for semantic interoperability; (2) Context aware infrastructures; (3) Product Avatar based interactions; and (4) Human learning. Finally the current state of research is discussed highlighting the impact of these solutions on the economic and social landscape

    A Serious Games Development Environment

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    Un ambiente per lo sviluppo di Serious Game

    Serious games in support of transformative multi-stakeholder sanitation planning for increased resource recovery: Specifications for game development

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    Globally, 2.3 billion people lack sanitation. Innovative solutions are needed that allow for rapid service expansion to underserved populations. Serious games can bring new perspectives into rigid planning and decision-making by increasing the understanding of complex issues, supporting learning of alternative perspectives and enhancing stakeholders cooperation. Existing games are inadequate for addressing the sanitation challenge and current frameworks for game development are neither comprehensive, nor tailored to sanitation planning. The objectives of this report are a) to develop a generic framework for development of serious games supporting transformative planning and governance; and b) to develop a set of specifications for a serious game for transformative sanitation planning specifically, c) to present a sanitation planning game prototype, and d) to report on an assessment of this game prototype. The report is based on literature studies and prototyping with user tests. A comprehensive framework for game development is presented and specifications for a serious game in sanitation planning are described. Initial game prototyping found that not all specifications could be fulfilled. Yet, focusing the framework on the serious purpose of the game, its worldview, its content, and its context of use brought a different but useful logic into the game design process

    Serious Games and Mixed Reality Applications for Healthcare

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    Virtual reality (VR) and augmented reality (AR) have long histories in the healthcare sector, offering the opportunity to develop a wide range of tools and applications aimed at improving the quality of care and efficiency of services for professionals and patients alike. The best-known examples of VR–AR applications in the healthcare domain include surgical planning and medical training by means of simulation technologies. Techniques used in surgical simulation have also been applied to cognitive and motor rehabilitation, pain management, and patient and professional education. Serious games are ones in which the main goal is not entertainment, but a crucial purpose, ranging from the acquisition of knowledge to interactive training.These games are attracting growing attention in healthcare because of their several benefits: motivation, interactivity, adaptation to user competence level, flexibility in time, repeatability, and continuous feedback. Recently, healthcare has also become one of the biggest adopters of mixed reality (MR), which merges real and virtual content to generate novel environments, where physical and digital objects not only coexist, but are also capable of interacting with each other in real time, encompassing both VR and AR applications.This Special Issue aims to gather and publish original scientific contributions exploring opportunities and addressing challenges in both the theoretical and applied aspects of VR–AR and MR applications in healthcare
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