Search results for "serious game"

showing 10 items of 47 documents

Serious Game Design for Flooding Triggered by Extreme Weather

2017

Managing crises with limited resources through a serious game is deemed as one of the ways of training and can be regarded as an alternative to a table-top exercise. This article presents the so-called “Operasjon Tyrsdal” serious game, inspired by a real case of extreme weather that hit the west coast of Norway. This reference case is used to add realism to the game. The game is designed for a single player, while the mechanics are framed in such a way that the player will have limited resources, and elevated event pressure over time. Beside applying an iterative Scrum method with seven Sprint cycles, we combined the development work with desk research and used the involvement of testers, i…

021110 strategic defence & security studiesExtreme weatherComputer scienceComputingMilieux_PERSONALCOMPUTING0211 other engineering and technologies0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processing02 engineering and technologySerious gameWater resource managementFlooding (computer networking)International Journal of Information Systems for Crisis Response and Management
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A VR-based serious game to regulate joy in adolescents: A comparison of different devices

2016

Adolescence is a crucial period to learn Emotional Regulation (ER) strategies to prevent future psychological problems. This work is aimed to test the efficacy of GameTeen System (GT-System), a serious game that teaches ER strategies to regulate joy (VAS scale) and perceived arousal (FAS scale) in a non-clinical sample of adolescents. We conducted a between-participants experiment in which participants (N = 63) played a joy induction game, and then an ER game using one of three types of devices (computer, smartphone, and RGB-D camera). Results revealed that GT-System was only effective in increase perceived arousal after the joy induction game and decrease after the ER game. Statistically s…

03 medical and health sciences0302 clinical medicineApplied psychologyEmotional regulation030212 general & internal medicineSerious game030204 cardiovascular system & hematologyPsychologySocial psychologyhuman activitiesTest (assessment)Arousal
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The implicit motor learning use as a therapeutic tool in frail elderly people

2016

To write, take, walk, talk is a part of our daily. Our motor ability is used to change depending on our environment and our skill, acquired thanks to our experience, learnings, and according to our age. We strive to find optimal solutions, to be more performants, more efficient. But we must be able to discern to act well and act to better discern. This « perception-action » coupling is the basis of the organization of motor control. Human can discern through several sensory systems (Visual, auditory, proprioceptive) intrinsic informations, coming from his own body, and extrinsic informations, from his environment. All of these informations are in the service of the movement and actions of d…

AgingSerious gamesFrailtyFragilitéCouplage perception-actionMaladie d’AlzheimerVieillissementVirtual realityApprentissagePerception-action couplingRéalité virtuelle[ SDV.NEU ] Life Sciences [q-bio]/Neurons and Cognition [q-bio.NC]Learning[SDV.NEU] Life Sciences [q-bio]/Neurons and Cognition [q-bio.NC]Alzheimer’s disease
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Dal game-based learning ai serious games: alcune prospettive per l’apprendimento mediato dalla tecnologia digitale

2023

In the last years, serious games have become popular in media education as they are useful tools in engaging, motivating, and helping students learn. However, few studies investigate the long-term effects of game-based learning, and many scholars declare themself skeptical about the learning mediated by digital technology. This paper reflects on the importance of new media and serious games for young people belonging to the Net Generation as defined by Prensky. In particular, I support the idea that game-based learning reflects a broader change in our society, coinciding with the rise of the phenomenon of Gamification and the Homo Ludens paradigm. Apart from the limitations of technology-me…

Augmented RealityMedia LiteracySociologySettore SPS/08 - Sociologia Dei Processi Culturali E ComunicativiGeneral Earth and Planetary SciencesSettore SPS/07 - Sociologia GeneraleGame-Based LearningMedia EducationSerious GameGeneral Environmental Science
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Patrimonio culturale e tecnologia: un incontro ancora da valorizzare

2020

Today, many factors are driving cultural institutions to adopt digitization strategies. For some of them, as organizations in charge of monument care, historical or archaeological museums and heritage parks, this might be critical. Indeed, making available off-site experiences of heritage places, for instance by augmented reality and/or video games, fuels polyvalent and potentially contradictory dynamics. They lay at the intersection of three main dimensions: understanding how cultural heritage and technology interact; which attitudes people in charge of cultural heritage bear, and how tourist destinations are built and promoted. The paper combines information about the evolution of the lit…

Augmented Realityserious gamesDestination imagemedia induced tourismHeritageDestination marketingSettore SECS-P/06 - Economia Applicata
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A VR-Enhanced Rollover Car Simulator and Edutainment Application for Increasing Seat Belt Use Awareness

2021

Most countries have active road safety policies that seek the objective of reducing deaths in traffic accidents. One of the main factors in this regard is the awareness of the safety measures, one of the most important being the correct usage of the seat belt, a device that is known to save thousands of lives every year. The presented work shows a VR-enhanced edutainment application designed to increase awareness on the use of seat belts. For this goal, a motorized rollover system was developed that, synchronized with a VR application (shown in a head-mounted display for each user inside a real car), rolls over this car with up to four passengers inside. This way, users feel the sensations …

Computer Networks and CommunicationsComputer scienceContext (language use)02 engineering and technologySerious gameVirtual realitylaw.inventiontraffic safetyAeronauticslaw0202 electrical engineering electronic engineering information engineeringSeat beltPer capitagamificationawarenessserious gameSeguretat viària05 social sciencesedutainment050301 education020207 software engineeringQA75.5-76.95RolloverHuman-Computer InteractionRisk perceptionPsicologiaWork (electrical)Electronic computers. Computer sciencevirtual realityseat beltrollover simulator0503 educationComputers
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Enter the Serious E-scape Room: A Cost-Effective Serious Game Model for Deep and Meaningful E-learning

2019

Escape rooms are a phenomenon that has taken the world by storm in the last decade. Simultaneously Virtual Reality is a promising technology for innovation in education, training and e-learning. Combining these two concepts, this paper outlines a new model for designing serious games in virtual reality environments for high quality, deep and meaningful learning, the Serious E-scape Room. It describes the theoretical grounding, general guidelines and principles of the model. It also presents the case study “Room of Keys”, a serious virtual escape room for biology concepts. To test the assumptions of the model, researchers conducted a mixed research study with 148 students in a US high school…

Computer scienceE-learning (theory)media_common.quotation_subject05 social sciences050301 education02 engineering and technologySerious gameVirtual realityData scienceTest (assessment)Meaningful learning020204 information systemsPhenomenon0202 electrical engineering electronic engineering information engineeringQuality (business)0503 educationmedia_common2019 10th International Conference on Information, Intelligence, Systems and Applications (IISA)
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Perceived Sociability and Social Presence in a Collaborative Serious Game

2013

Collaborative serious games have proven to have the potential to support joint knowledge construction, and there is a growing interest in applying such games to promote high-level learning. However, most of the existing studies have focused on the effects of functional, task-specific support while ignoring the social aspects of collaborative learning. This study is one aim to fill in the knowledge gap in order to understand how learners experience educational games as a means of social interaction and collaboration. The findings indicated that the game environment facilitated and supported players’ socio-emotional processes by eliciting students’ social presence and sociability. This has be…

Cooperative learningInterpersonal relationshipAsynchronous communicationComputingMilieux_PERSONALCOMPUTINGDevelopmental and Educational PsychologyStatistical analysista516Serious gameComputer-mediated communicationPsychologySocial psychologyEducationInternational Journal of Game-Based Learning
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Fire simulation-based adaptation of SmartRescue App for serious game: Design, setup and user experience

2015

Managing the crisis by embracing game and simulation elements and human participation into an interactive system is a mean to learn about responding to unexpected events. This so-called serious game approach is adopted in a summer school for crisis management attended by doctoral students and practitioners, as a part of its learning curriculum. The participants took part in the Disaster in my Backyard serious game, designed as a realistic crisis environment. A smartphone app encompassing fire simulations of a five-story apartment, showing how the flame, smoke and temperature of the fire developed over time from floor to floor, was tested in this serious game scenario. The color-coding of sm…

Decision support systemMultimediaEmergency managementComputer sciencebusiness.industryInternet privacyCrisis managementSerious gamecomputer.software_genreGeneralLiterature_MISCELLANEOUSUnexpected eventsUser experience designArtificial IntelligenceControl and Systems EngineeringElectrical and Electronic EngineeringAdaptation (computer science)businessCurriculumcomputerEngineering Applications of Artificial Intelligence
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Toward Successfully Integrating Mini Learning Games into Social Virtual Reality Environments : Recommendations for Improving Open and Distance Learni…

2017

Social virtual reality environments, also known as 3D virtual immersive environments, are threedimensional computer-generated virtual spaces that are increasingly used in attendance-based and distance education. Thanks to their unique characteristics that separate them from two-dimensional virtual learning environments, social virtual reality environments can enhance distance education efficacy when used in combination with applying instructional methodologies such as situated learning, experiential learning and game-based learning. The authors of this paper describe the design and findings of a research study on game-based learning in social virtual immersive environments. The research met…

Engineeringserious gamesMultimediabusiness.industryDistance educationEducational technologyVirtual realityvirtual immersive environmentscomputer.software_genreverkko-oppiminengame-based learningpelillistäminenhyötypelitgamificationOpen and Distance Learning (ODL)businesscomputere-learningInstructional simulationvirtuaalimaailma
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