6,293 research outputs found

    Towards the Development of an Interactive 3D Coach Training Serious Game

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    Process Drama in the Virtual World - A Survey

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    Process drama is a form of improvisational drama where the focus is on the process rather than the product. This form of improvisational activities has been used extensively in many domains. Role play, for example, has been used in health therapy as well as for training health personnel. Creative drama is a form of process drama that focuses on the use of story dramatization techniques; it has been extensively used to promote language and literature skills as well as creative and critical thinking. In these domains process drama exhibit itself in physical space. Recently, there have been many advances in technology that allows process drama to be exhibited in virtual space. In this article, we look at the form and structure of process drama. We specifically discuss process drama, especially Creative Drama. We outline several key factors of process drama that affect its effectiveness as a learning vehicle, including involvement and reflection. Through this lens, we survey several cases of virtual process drama both as a single person experience as well as a multiuser internet-based virtual experience

    GSGS'18 ::3rd Gamification & Serious Game Symposium : health and silver technologies, architecture and urbanism, economy and ecology, education and training, social and politics

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    The GSGS’18 conference is at the interface between industrial needs and original answers by highlighting the playful perspective to tackle technical, training, ecological, management and communication challenges. Bringing together the strengths of our country, this event provides a solid bridge between academia and industry through the intervention of more than 40 national and international actors. In parallel with the 53 presentations and demos, the public will be invited to participate actively through places of exchange and round tables

    Integrating virtual reality and Building Information Modeling for improving highway tunnel emergency response training

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    During the last two decades, managers have been applying Building Information Modeling (BIM) to improve the quality of management as well as operation. The effectiveness of applications within a BIM environment is restrained by the limited immersive experience in virtual environments. Defined as the immersive visualization of virtual scenes, Virtual Reality (VR) is an emerging technology that can be actively explored to expand BIM to more usage. This paper highlights the need for a structured methodology for the integration of BIM/VR and gives a generic review of BIM and VR in training platforms for management in infrastructures. The rationales for fire evacuation training were formed based on the review. Then, methods of configuring BIM + VR prototypes were formulated for emergency response in highway tunnels. Furthermore, a conceptual framework integrating BIM with VR was proposed to enable the visualization of the physical context in real-time during the training. The result indicated that, extended to the training system of highway management via the “hand” of BIM, the VR solution can benefit more areas, such as the cost of fire evacuation drills in highway tunnels and the tendency of accidents to occur in the emergency response

    Serious games: design and development

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    With the growth of the video game industry, interest in video game research has increased, leading to the study of Serious Games. Serious Games are generally perceived as games that use the video games’ capabilities to emerge players, for other purposes besides entertainment. These purposes include education and training, among others. By using Serious Games for education, teachers could capture the students’ attention in the same way that video games often do, thus the learning process could be more efficient. Additionally, by exploiting the potential of these virtual worlds, it is possible to experience situations that would otherwise be very difficult to experience in the real world, mainly due to reasons of cost, safety and time. Serious Games research and development is still very scarse. However, nowadays there is a large number of available platforms and tools, which can be used to develop Serious Games and video games in general. For instance, web browsers can now provide easy access to realistic 3D virtual worlds. This grants video game developers the tools to create compelling and rich environments that can be accessed by anyone with an internet connection. Additionnaly, other development platforms can be used to achieve different goals. Desktop technologies provide greater processing power and achieve greater results in terms of visual quality, as well as in terms of creating more accurate simulations. This disseration describes the design and development of two Serious Games, one for PC, developed with XNA, and another for the web, developed with WebGL.O crescimento da indústria dos jogos de vídeo, despoletou um maior interesse no estudo deste fenómeno, o que consequentemente levou ao estudo de Jogos Sérios. Jogos Sérios são normalmente considerados jogos de vídeo que são desenvolvidos para outros fins para além do entretenimento. Estes fins incluem a educação e o treino, entre outros. Ao utilizar Jogos Sérios para a educação, os docentes poderiam conseguir captar a atenção dos alunos da mesma forma que os jogos de vídeo normalmente conseguem. Desta forma o processo de aprendizagem poderia ser mais eficiente. Adicionalmente, ao explorar o potencial destes mundos virtuais, é possível experienciar situações que de outra forma seriam difíceis de experienciar na vida real, devido ao seu custo, a razões de segurança e também ao tempo dispendido para as realizar. O estudo de Jogos Sérios é ainda bastante disperso. No entanto, hoje em dia existe já um grande número de plataformas e ferramentas disponíveis que podem ser usadas para desenvolver Jogos Sérios. Por exemplo, os web browsers podem agora fornecer acesso fácil a mundos virtuais 3D. Isto permite que os criadores de jogos de vídeo tenham acesso às ferramentas necessárias para criar ambientes ricos, que possam ser acedidos por qualquer pessoa através de uma ligacção à internet. Adicionalmente, existem outras plataformas de desenvolvimento que podem ser utilizadas para alcançar objetivos diferentes. Tecnologias desktop fornecem um maior poder de processamento e permitem alcançar melhores resultados em termos de qualidade visual, bem como em termos de criação de simulações mais precisas. Nesta dissertação descreve-se a criação e o desenvolvimento de dois Jogos Sérios, um para PC, desenvolvido em XNA e outro outro para a web, desenvolvido em WebGL

    The Cord (January 12, 2011)

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    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

    Ludic Learning Lab: Serious Games for Nurses. Theatre Training Reimagined

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    Theatre improvisation supports the development of interpersonal skills, building verbal and physical imagination, whilst enabling compassionate interaction between people to enhance connections. Improvisation is emerging in health care as a pedagogical tool that can enhance human to human connections such as the interaction between a nurse and patient enabling experiential learning. This thesis argues that the ludic nature of improvisation exercises stimulates enhanced interaction skills (Toivanen, 2011). The ancient body-mind practices that improvisation draws on offer valuable skills to the learner, contributing to the andragogy of nurse practice and pre-registration education and training. Nurses require unique cognitive capabilities to multi-task, problem-solve and prioritise urgent needs in a fast-paced hospital environment. Human factors such as communication and situational awareness are essential to maintaining high-level patient care across a challenging environment (Eisenhardt, 2021). The World Health Organisation (WHO, 2019) and The Australian Commission for Quality and Safety in Health Care (Report The State of Patient Safety and Quality in Australian Hospitals, 2019; Fotis, 2010) found that deficiencies in human factor skills in hospital settings are affecting patient safety; fifty per cent of adverse events are preventable. Communicating for safety in training is a number one priority to reduce preventable adverse events. This thesis explores the principles and theories of theatrical improvisation through engaging with the work of Viola Spolin, Rudolph Laban, Augusto Boal, Jacob L Moreno, David Kolb and Howard Gardner. It comprises both a theoretical/critical component and a creative component which is a digital toolkit, the Improv-e-toolkit designed to be used in blended delivery, face-to-face and digital mode. The Improv-e-toolkit is a prototype that aims to unite important clinical nursing skills such as situational awareness, decision making and relationship management. I argue, drawing on the work of Hager (2004) that improvisation training develops team-based trust and effective communication to support positive nurse-patient connections which deliver favourable patient outcomes

    Cognivitra, a digital solution to support dual-task rehabilitation training

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    This article focuses on an eHealth application, CogniViTra, to support cognitive and physical training (i.e., dual-task training), which can be done at home with supervision of a health care provider. CogniViTra was designed and implemented to take advantage of an existing Platform of Services supporting a Cognitive Health Ecosystem and comprises several components, including the CogniViTra Box (i.e., the patient terminal equipment), the Virtual Coach to provide assistance, the Game Presentation for the rehabilitation exercises, and the Pose and Gesture Recognition to quantify responses during dual-task training. In terms of validation, a functional prototype was exposed in a highly specialized event related to healthy and active ageing, and key stakeholders were invited to test it and share their insights. Fifty-seven specialists in information-technology-based applications to support healthy and active ageing were involved and the results and indicated that the functional prototype presents good performance in recognizing poses and gestures such as moving the trunk to the left or to the right, and that most of the participants would use or suggest the utilization of CogniViTra. In general, participants considered that CogniViTra is a useful tool and may represent an added value for remote dual-task training.This study has received funding from the European Union under the AAL programme through project CogniViTra (Grant No. AAL-2018-5-115-CP), with national funding support from FCT, ISCIII, and FNR. This presentation reflects the authors’ views, and neither AAL nor the National Funding Agencies are responsible for any use that may be made of the information
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