7,141 research outputs found

    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

    An Investigation into using Digital Games-Based Learning in Architecture Education

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    Through the evolution of human life, the changes that happen in all fields, such as transportation, industry, communication, etc., are recognized, however the classroom and its education facilities are still as they have been for a long time, based on the concept of transforming information or knowledge from the mind of the instructor to the minds of students. Students, as a new generation, have evolving skills in dealing with digital technologies, having begun the process in their childhood; therefore, they cannot be educated via conventional methods. This study introduces digital gaming in education as a new, futuristic learning technique to be used in architectural education to attract students to learn, based on the common ground between the processes of designing and playing games, from exploring possibilities under certain constraints to emphasizing decision-making and activity-based collaborations. The research has originated from the lack of studies regarding this subject, especially in the architectural field, aiming to introduce a theoretical approach to investigating the use of digital game-based learning (DGBL) in architectural education as an integration between real and virtual educational environments particularly through the virtual worlds based on the ’Second Life’- digital platform. This study is significant in terms of making design learning fun and constructive, reaching new possibilities in architectural design

    Education Unleashed: Participatory Culture, Education, and Innovation in Second Life

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual worlds share common technologies and audiences with games, they possess many unique characteristics. Particularly when compared to massively multiplayer online role-playing games, virtual worlds create very different learning and teaching opportunities through markets, creation, and connections to the real world, and lack of overt game goals. This chapter aims to expose a wide audience to the breadth and depth of learning occurring within Second Life (SL). From in-world classes in the scripting language to mixed-reality conferences about the future of broadcasting, a tremendous variety of both amateurs and experts are leveraging SL as a platform for education. In one sense, this isn't new since every technology is co-opted by communities for communication, but SL is different because every aspect of it was designed to encourage this co-opting, this remixing of the virtual and the real

    Virtual learning scenarios for qualitative assessment in higher education 3D arts

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    Using enhanced learning technologies (TEL) including immersive virtual reality environments, we are seeking to achieve a new way of assessing subjects of 3D arts. We have developed a project based on Scenario Centered Curriculum (SCC), where the students have to think, design, convey, validate, and build a civil project using new technologies that help in the assessment process. We have used gamification techniques and game engines to evaluate planned tasks in which students can demonstrate the skills they developed in the scenarios. The assessment is integrated in the creation of a 3D complex model focused on the construction of a building in a virtual space. This whole process will be carried out by gamification techniques to embed the assessment of the 3D models with the objective of improving students learning.Author's final draf

    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 3D pedagogical heritage tool using game technology

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    This paper will propose and address issues that contribute to a serious challenge for virtual heritage: that there are few successful, accessible and durable examples of computer game technology and genres applied to heritage. Secondly, it will argue that the true potential of computers for heritage has not been fully leveraged and it will provide a case study of a game engine technology not used explicitly as a game but as a serious pedagogical tool for 3D digital heritage environments

    COLLADA + MPEG-4 or X3D + MPEG-4

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    The paper is an overview of 3D graphics assets and applications standards.The authors analyzed the three main open standards dealing with three-dimensional (3-D) graphics content and applications, X3D, COLLADA, and MPEG4, to clarify the role of each with respect to the following criteria: ability to describe only the graphics assets in a synthetic 3-D scene or also its behavior as an application, compression capacities, and appropriateness for authoring, transmission, and publishing. COLLADA could become the interchange format for authoring tools; MPEG4 on top of it (as specified in MPEG-4 Part 25), the publishing format for graphics assets; and X3D, the standard for interactive applications, enriched by MPEG-4 compression in the case of online ones. The authors also mentioned that in order to build a mobile application, a developer has to consider different hardware configurations and performances, different operating systems, different screen sizes, and input controls

    MetaBlast! Virtual Cell: A Pedagogical Convergence between Game Design and Science Education

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    MetaBlast! Virtual Cell (from now on referred to as VC) is a game design solution to a specific scientific and educational problem; expressly, how to make advanced, university level plant biology instruction on molecular and anatomical levels an exciting, efficient learning experience. The advanced technologies of 3D modeling and animation, computer programming and game design are united and tempered with strong, scientific guidance for accuracy and art direction for a powerful visual and audio simulation. The additional strength of intense gaming as a powerful tool aiding memory, logic and problem solving has recently become well recognized. Virtual Cell will provide a unique gaming experience, while transparently teaching scientifically accurate facts and concepts about, in this case, a soybean plant’s inner workings and dependant mechanisms on multiple scales and levels of complexity. Virtual Cell (from now on referred to as VC) in the future may prove to be a reference for other scientific/education endeavors as scientists battle for a more prominent mind share among average citizens. This paper will discuss the difficulties of developing VC, its structure, intended game and educational goals along with additional benefits to both the sciences and gaming industry
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