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Since brain-computer interface (BCI) systems have moved outside the laboratory settings, their use in virtual reality and games promised to offer a more compelling experience to the user. BCI for entertainment yields interesting applications with the main purpose to create positive experiences that enrich our lives. However, the main challenge in the use of BCIs lies in the lack of reliability and...
The purpose of this paper is to investigate the effect of the sense of presence on one aspect of learning, information recall, in a mobile immersive virtual reality (VR) disability simulation (DS). Previous research has found that the use of VR technology in education may facilitate improved learning outcomes. However, it is still an active research topic as the learning outcomes can vary widely and...
Geogames, that is, location-based games played in outdoor environments, have been shown to support a wide range of learning experiences in areas such as cultural heritage and biodiversity. However, we still know little about how the different aspects of location-based game-play interact temporally. This paper addresses the design problem of integrating a simulation into the game mechanic of a Geogame...
3D city models have become an important user interface for various applications, ranging from entertainment to civil engineering. Today, 3D city models can also be accessed on the web without installing any additional software, which has significantly widened their potential audience. However, visually accurate 3D city models are typically large in terms of file size, and hence, require ample network...
First aid saves lives and reanimation is an important part of it. We developed a virtual reality (VR) application, VReanimate, that teaches about this aspect of first aid in a controlled digital environment. In this paper we present its non-verbal approach to guiding as many people as possible through the VR experience. In the first part of this paper, we describe the conceptual and implementational...
Motorsports require training and dedication to master, supplemented by hours of rote learning and mentoring by experts. This study explores the question of whether a serious game is a powerful enough pedagogical tool to be gainfully employed in the training of race drivers. A system of heuristics is proposed for a novel telemetry-based feedback model for contextual real-time suggestions. The model...
Presents the introductory welcome message from the conference proceedings. May include the conference officers' congratulations to all involved with the conference event and publication of the proceedings record.
Commercial sea routes joining Europe with other cultures are vivid examples of cultural interaction. In this work, we present a serious game which aims to provide better insight and understanding of seaborne trade mechanisms and seafaring practices in the eastern Mediterranean during the Classical and Hellenistic periods. The game incorporates probabilistic geospatial analysis of possible ship routes...
Conference proceedings front matter may contain various advertisements, welcome messages, committee or program information, and other miscellaneous conference information. This may in some cases also include the cover art, table of contents, copyright statements, title-page or half title-pages, blank pages, venue maps or other general information relating to the conference that was part of the original...
The use of games in non-leisure contexts is referred to as serious games. The tradition of using games for purposes beyond entertainment goes back a long time before digital games. However, with the advent of digital games, serious games development has become an issue of both game design and technology development in various combinations. This paper presents a literature review of what types of topics...
Realistic 3D models of buildings exteriors and interiors are becoming available and have a great potential to be used also as game scenes. We sought out to explore the familiarity to the game scene in relation to the game experience. For this purpose we implemented a racing game prototype set on a realistic mirror world like campus model. We deployed our game, Janitor Run, via several communications...
The use of Gamification for the purpose of training and raising awareness has attracted considerable interest over the last years. However, the development of such solutions to use within the area of accessibility design has not been yet explored. In this paper, we present a proposed framework using Gamification as a method for engaging and motivating web designers to increase the adoption of the...
Personalization and maintenance of high levels of engagement still remain two of the main challenges in the design of serious games. Towards this end, in this paper we propose a novel adaptation approach for both online and offline adaptation in prosocial games. In this paper, we describe the implementation of an artificial intelligence driven adaptation manager, whose purpose is to direct players...
Virtual characters are an integral part of many game and learning environments and have practical applications as tutors, demonstrators or even representations of the user. However, creating virtual character behaviors can be a time-consuming and complex task requiring substantial technical expertise. To accelerate and better enable the use of virtual characters in social games, we present a virtual...
In today's multicultural world, where the meeting of different cultures breeds suspicion and division, the school has the responsibility to provide adequate support so that every person develop an open and aware identity. The community is a space of identity developed through the idea and the perception of being part of a group of persons that believe in the same objectives and ideals. The development...
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