Search results for "Serious Game"

showing 10 items of 47 documents

A game for emotional regulation in adolescents: The (body) interface device matters

2016

The aim of this study is to evaluate the role of the type of interface device in the efficacy of a serious game that teaches emotional regulation (ER) strategies in a non-clinical sample of adolescents. We conducted a between-participants experiment in which participants (N = 61) played a frustration induction game, and then an ER game (a breathing strategy game), using one of three types of devices (computer, smartphone, and RGB-D camera). Frustration mood and perceived arousal were the main variables measured. Results revealed a significant interaction between moment (pre-induction phase, post-induction phase, and regulation phase) and the type of interface device used in the frustration …

Serious gamesEXPRESION GRAFICA EN LA INGENIERIAmedia_common.quotation_subjectInterface (computing)FrustrationInduction PhaseAdolescentsPhase (combat)050105 experimental psychologyArousalEmbodimentArts and Humanities (miscellaneous)0501 psychology and cognitive sciencesGeneral Psychologymedia_common05 social sciencesComputingMilieux_PERSONALCOMPUTINGEmotional regulationUser interfaceHuman-Computer InteractionMoodUser interfacePsychologyEmotional regulationSocial psychology050104 developmental & child psychology
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Acquisition of competencies with serious games in the accounting field: an empirical analysis

2018

El actual sistema de educación superior se basa en un aprendizaje activo por parte del estudiante enfocado al desarrollo de competencias genéricas y específicas. En este contexto muchos autores defienden el uso de simulaciones que favorezcan dicho aprendizaje y, los denominados «juegos serios» (serious games [SG]) se adaptan a este reto. Sin embargo, el empuje que cabría esperar por el desarrollo de las nuevas tecnologías y de la llegada de los denominados «nativos digitales» a las aulas no es coherente ni con su grado de implantación ni con la escasa investigación desarrollada sobre la efectividad de su uso. Los objetivos de este estudio son describir una experiencia docente de implantació…

Serious gamesKnowledge managementActive learningHigher educationmedia_common.quotation_subjectCompetenciasContext (language use)CompetenciesEmpirical researchlcsh:Accounting. BookkeepingAccountingPerceptionDigital native0502 economics and businesslcsh:Financelcsh:HG1-9999Higher educationSimulaciónInnovationmedia_commonJuegos seriosbusiness.industry05 social sciences050301 education050201 accountinglcsh:HF5601-5689Aprendizaje activoInnovaciónDigital generation:6 - Ciencias aplicadas::65 - Gestión y organización. Administración y dirección de empresas. Publicidad. Relaciones públicas. Medios de comunicación de masas [CDU]Active learningEducación superiorbusinessPsychology0503 educationSimulationManagement control systemGeneración digital
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The Effects of the Use of Serious Game in Eco-Driving Training

2016

International audience; Serious games present a promising approach to training and learning. The player is engaged in a virtual environment for a purpose beyond pure entertainment, all while having fun. In this paper, we investigate the effects of the use of serious game in eco-driving training. An approach has been developed in order to improve players’ practical skills in terms of eco-driving. This approach is based on the development of a driving simulation based on a serious game, integrating a multisensorial guidance system with metaphors including visual messages (information on fuel consumption, ideal speed area, gearbox management, etc.) and sounds (spatialized sounds, voice message…

Serious gamesSynthèse d'image et réalité virtuelle [Informatique]Computer Networks and CommunicationsComputer scienceDriving simulation020209 energy02 engineering and technologycomputer.software_genre7. Clean energylcsh:QA75.5-76.95eco drivingEntertainment[ INFO.INFO-HC ] Computer Science [cs]/Human-Computer Interaction [cs.HC]Artificial IntelligenceHuman–computer interactionOrder (exchange)0202 electrical engineering electronic engineering information engineering[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]MultimediaComputingMilieux_PERSONALCOMPUTING[ INFO.INFO-GR ] Computer Science [cs]/Graphics [cs.GR][INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]Term (time)Interface homme-machine [Informatique]Work (electrical)Hardware and ArchitectureVirtual machineICTinteractive guidance metaphors.Fuel efficiencylcsh:Electronic computers. Computer scienceEco-drivingvirtual environmentGuidance systemEngineering design processcomputerInteractive guidance metaphorsSoftwareInformation SystemsFrontiers in ICT
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Having the final say: Machine support of ethical decisions of doctors

2015

Machines that support highly complex decisions of doctors have been a reality of r almost half a century. In the 1950s. computer-supported medical diag­ nostic systems started with "punched cru·ds in a shoe box". In the 1960s :md 1970s medicine wa�. to a cenain extent, transfo rmed into a quantitative science by inten­ sive i nt erdisc ip linary research coUaborations o f exp erts fi·om medicine. mathemat­ ics and electrical engineering; This was followed by a second shift in research on machine support of medical decisions from numerical probabilistic to knowledge basedapproaches. Solutions ofthe later form cameto be known as (medic;ll) expert systems, knowledge based systems research o•· …

Settore INF/01 - InformaticaEthical Dilemmas Philosophy of Science Medicine Serious GamesSettore M-FIL/02 - Logica E Filosofia Della Scienza
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How to track behaviours’ changes toward more sustainable mobility habits: the serious game of TrafficO2

2015

Social science and new communication technologies are influencing deeply the transportation domain and new models of urban sustainable development are constantly emerging as new possible solutions. One of the principal reasons is the capability to reach the motivations that foster us to choose one or other urban transportation systems. It’s already feasible to develop solutions to aim the implementation and the rooting of more efficient and sustainable habits in urban transportation. The present exploratory paper presents the activities conducted by innovation lab PUSH, with the Italian Ministry of Innovation and Research, for the development and the application of the social innovation pro…

Settore ING-IND/11 - Fisica Tecnica AmbientaleUrban-mobility behaviours serious game
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The design of Serious Games for Competency-based Education

2022

Settore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniCBESerious GameCompetency-Based Education
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Mind Games

2021

This paper describes the preliminary stages and the theoretical and methodological inspiration for the design of UrbanCraft, a gamified activity based on Kevin Lynch's mental maps and aiming at enhancing youth participation and inclusion in urban co-design and governance. This activity draws on previous local experiences on participation and social inclusion, held in the Southern Italian city of Palermo, in an attempt to mix urban studies, serious games and artificial intelligence methodologies. In this experiment, we designed a gamified activity conceived for nine- to twelve-year-old primary and secondary school children, due to our previous cooperation with several primary and secondary s…

Settore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniMental mapsserious gamesyouth participationMental maps youth participation serious games NLP PalermoSettore M-GGR/01 - GeografiaNLPSettore M-PED/03 - Didattica E Pedagogia Speciale
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Caccia e Raccolta ai tempi del digitaleUn esperimento di Psicologia Evoluzionistica basato su Serious Games

2012

Settore M-PSI/01 - Psicologia GeneraleSettore INF/01 - InformaticaPsicologia Evoluzionistica Serious Games
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Nursing students' perceptions of a video-based serious game's educational value: A pilot study.

2018

Abstract Background Despite an increasing number of serious games (SGs) in nursing education, few evaluation studies specifically address their educational value in terms of face, content, and construct validity. Objectives To assess nursing students' perceptions of a video-based SG in terms of face, content, and construct validity. In addition, the study assessed perceptions of usability, individual factors, and preferences regarding future use. Design A pilot study was conducted. Setting and Participants An SG prototype was implemented as part of two simulation courses in nursing education: one for home health care and one for hospital medical-surgical wards. The SG aimed to teach clinica…

Value (ethics)Male020205 medical informaticsmedia_common.quotation_subjectE-learning (theory)educationPilot Projects02 engineering and technologySerious gameEducationInformationSystems_GENERAL03 medical and health sciencesYoung AdultNursingPerceptionSurveys and QuestionnairesHealth careComputingMilieux_COMPUTERSANDEDUCATION0202 electrical engineering electronic engineering information engineeringHumansLearningComputer SimulationNurse educationEducation NursingGeneral NursingProblem Solvingmedia_common030504 nursingbusiness.industryConstruct validityUsabilityNursing Education ResearchVideo GamesFemaleStudents NursingClinical Competence0305 other medical sciencebusinessPsychologyNurse education today
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A Hybrid Virtual-Augmented Serious Game to Improve Driving Safety Awareness

2018

The use of 3D virtual content and Augmented Reality (AR) in certain applications allows designing tools and serious games that are more attractive to the potential users. Focusing on the area of learning and education, these technologies can be adapted to the requirements of the application that needs to be developed, to the available devices on which they are expected to run and also to the learning content. However, in most applications only a single interaction paradigm and a single visualization mode is used, restricting the potential benefits of the system. In this paper, we propose a software application designed to improve driving safety awareness and learning for both adults and chi…

business.industryComputer science05 social sciences020207 software engineering02 engineering and technologySerious gameDriving safetyVisualizationSoftwareHuman–computer interaction0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)Interaction paradigm0501 psychology and cognitive sciencesAugmented realitybusiness050107 human factors
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