7,734 research outputs found

    Integrating BIM and gaming to support building operation: the case of a new hospital

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    Moving into a new hospital requires healthcare professionals to adapt to a new work environment. Workflows, processes, and competencies become obsolete and need to be tailored for the new hospital. This paper explores a role-play serious game developed for the purpose of familiarizing professionals with their new work environment. A three-dimensional virtual prototype of the new hospital building created from Building Information Modeling technology, served as the graphical environment in which the game was staged. The game, namely the “Ward”, is intended to provide healthcare professionals with a virtual training ground for exercising new work processes. We conducted a series of interviews with the client, healthcare experts, and the software developers involved in developing the games. Our intention of doing so was twofold: attaining an understanding of how Building Information Modeling data has been integrated into the game and exploring how the game’s functionalities had been fitted to best support the healthcare professionals in their learning. By exploring the process of the game’s development we were able to point out shortcomings in current practice and to suggest areas for improvement. These are (1) use of crossover modules, (2) increased collaboration, (3) clear communication of information needs, and (4) better contractual agreements. The gameplay could be further improved by increasing the amount of non-player characters. Moreover, we just begin to understand how pedagogical concepts for games conveying architectural designs can be built. This indicates that developing such concepts is an intriguing avenue for further research. We argue that the findings are useful for practitioners and researchers interested in integrating BIM and gaming technology

    CGAMES'2009

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    Applications of Educational Serious Games for Information Technology Related Subjects in Higher Education

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    Serious games which are designed for purposes rather than pure entertainment have become one of the popular topics these days as they have the potential to be effective and efficient teaching tools which are interactive, attractive and immersive. This study conducts a systematic literature review on the past research on the application of educational serious games in Information Technology (IT) related subjects in tertiary sector, and aims at broadening our understanding of the role of games in education. Herewith, we searched the selected keywords on several academic databases and found an initial set of 3437 studies. Then we excluded papers on the basis of their title, abstract and full text to come up with a set of more relevant studies. This paper proposes a new classification for applied games in this area and classifies them into five categories of simulation games, puzzle-solving games, 3D games, board games, and role-playing games. The results of the data analysis show that majority of the studies have used simulation and role-playing games. A summary of the results and conclusions of each paper is also provided to inform both teachers and researchers on the topic.Full Tex

    Touch it, feel it and experience it: Developing professional IS skills using interview-style experiential simulations

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    The IS education field has made increasing use of computerised experiential simulations, but few attempts have been made to create an authentic learning environment that combines and balances elements of video-based computer simulation with real-life learning activities. This paper explores the design principles used to develop a CD-ROM simulation where learners use interviewing skills to elicit system requirements from simulated employees in an authentic context. The employees are videoed actors who converse with each other and with learners within a dynamic interaction model. The paper also describes how we combined this simulation with other teaching approaches such as in-class discussions, student team work, formal presentations, etc

    Using Serious Games to Create Awareness on Visual Impairments

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    Visual impairments define a wide spectrum of disabilities that vary in severity, from the need to wear glasses, to permanent loss of vision or blindness. This paper discusses the process undertaken in creating two simulators, one which emulates partially-sighted visual impairment and another focused on full -blindness. In order to create the simulators, extensive research was conducted surrounding the effects of partially-sightedness and blindness, highlighting existing software and games that promote awareness for visual impairments. This paper underlines the necessity of raising awareness for visual impairments and the effectiveness of applying serious games for this very goal. After developing the simulators, experiments were conducted to evaluate the effectiveness of it. Findings from the experiments were analysed and documented

    Foundations of GAM Research. Methodological Guidelines for Designing and Conducting Research that Combines Games and Agent-based Models

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    This thesis presents the development of the games and agent-based model methodology and provides methodological guidelines for using GAM research, i.e., combining games and agent-based models in research. GAM research is rooted in complexity sciences and transdisciplinary research, offering valuable insights into complex, adaptable systems. GAM research has particular relevance in decision-making and complex-system management, thus fostering collaboration among scientists and non-academics from various disciplines. It is an engaging platform for data collection and stakeholder processes, thus enriching causal explanations. It should be noted that GAM research has the potential to overcome the limitations of traditional methods by facilitating hypothesis testing with simulation-based observations of human behaviours. Investigations in GAM research can change how social science addresses pressing global challenges. The immersive nature of games combined with agent-based models offers an innovative approach that attracts diverse participants, making it a promising tool for science that reaches beyond the classic academic spheres. As a comprehensive handbook, this thesis offers researchers inspiration and references for conducting GAM research across diverse application domains. This thesis presents an assessment of the state of research that combines games and agent-based models and proposes a structured approach to making progress in this field. Addressing the lack of a standardised methodology, this thesis is aimed at improving research practices, transparency, and replicability . Practical advice is provided for guiding researchers through designing and conducting GAM research, thus promoting rigorous and comprehensive studies

    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

    A systematic survey of games used for software engineering education

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    Imparting Systems Engineering Experience via Interactive Fiction Serious Games

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    Serious games for education are becoming increasing popular. Interactive fiction games are some of the most popular in app stores and are also beginning to be heavily used in education to teach analysis and decision-making. Noting that it is difficult for systems engineers to experience all necessary situations which prepare them for the role of a chief engineer, in this paper, we explore the use of interactive fiction serious games to impart systems engineering experience and to teach systems engineering principles. The results of a cognitive viability, qualitative viability, and replayability analysis of 14 systems engineering serious games developed in the interactive fiction genre are presented. The analysis demonstrates that students with a systems engineering background are able to learn the Twine gaming engine and create a serious game aligned to the Apply level of Bloom’s Taxonomy which conveys a systems engineering experience and teaches a systems engineering principle within a four-week period of time. These quickly generated games cognitive, quality, and replayability scores indicate they provide some opportunity for high-level thinking, are of high quality, and with above average replayability, are likely to be played multiple times and/or recommended to others
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