13 octobre 2016, une date importante dans l’univers du jeu : celle du lancement de la Playstation VR (Virtual Reality) pour la console de Sony. Quel potentiel pour le Serious Gaming ? C’est ce que nous avons alors souhaité tester, en commençant par la compilation « Playstation VR Worlds », en particulier le titre « Ocean Descent » qui nous invite à l’exploration des profondeurs océaniques…
Mots-clés : Serious Game, Réalité Virtuelle, Immersion, Apprentissage
ABSTRACTBackground: The emergence of new technologies in the obstetrical field should lead to the development of learning applications, specifically for obstetrical emergencies. Many childbirth simulations have been recently developed. However, to date none of them have been integrated into a serious game.Objective: Our objective was to design a new type of immersive serious game, using virtual glasses to facilitate the learning of pregnancy and childbirth pathologies. We have elaborat
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Mots-clés : Serious Game, Obstetric emergencies, Gynecology
Abstract:The research in-progress presented in this paper proposes a holistic VR-based framework for participatory design of Serious Games for motor rehabilitation. The proposed framework is devised in layers that facilitate the mapping of game mechanics to playful therapeutic exercise games. The framework proposed can be disease agnostic and applies to a wider range of service users, regardless of their condition and motor functional capacity. The pilot study design for evaluating the proposed
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Mots-clés : Games, Diseases, Monitoring, Medical treatment, Biomedical monitoring, Stakeholders, Systems architecture
Serious games are growing more and more in the context of lifelong training and initial education. They cover several areas (human science, engineering science, life science, ...) that are used for industrial or academic purposes. However, some fields induce specific issues. Thus, in th
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Mots-clés : Serious Games, Formatting, Virtual Reality, Interaction
Abstract. This paper presents “A Day In The HOspital”, a Digital Serious Game aiming at providing a technological tool for both evaluating and training ethical skills of medical staff personnel. During the game, the player interprets the role of a physician who has to perform a decision-making process that involves his ethical and medical skills. Usability and sense of Presence have been assessed through a specific post-game Likert-questionnaire. In order to evaluate the potenti
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Mots-clés : Digital Serious Game, Biomedical Ethics, Virtual Reality, Virtual Environments, Decision Making, Medical Training, Ethical Evaluation, Collaborative Training
Virtual Reality technology is increasingly used for game based learning application, i.e. Digital Serious Games. Simulating reality serious games improve technical skills in different fields and it is often used in medical area. In this research is described “A Day In The HOspital” (ADITHO), a serious game aiming at increase the process of decision making in young physicians through a training that reproduce a realistic clinical situation. In ADITHO the player, from a first person pe
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Mots-clés : Digital Serious Game, Medical Ethics, Medical Training, Virtual Reality, Problem Based Learning, Decision Making, Physician-Patient Relationship
AbstractVideo games possess many unique features that facilitate learning. Meanwhile, teaching about evolution is never an easy task due to the existence of some barriers to its learning.Virtual Age, therefore, has been developed in an attempt to harness the power of gaming to increase student understanding of biological evolution. The aim of this study was to examine whether Virtual Age is effective for learning about evolution and to further explore the interplay of student concept l
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Mots-clés : Secondary education, Applications in subject areas, Interactive learning environments, Teaching/learning strategies, Virtual reality
ABSTRACT The latest advances of Virtual Reality technologies and three-dimensional graphics, as well as the developments in Gaming Technologies in the recent years, have stemmed the proliferation of Serious Games in a broader spectrum of research applications. Among the most popular areas of application are public services such as Defence and Health, where digital technologies realise new challenges and opportunities for research and development of Serious Games and for a variety of contex
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Mots-clés : Serious Game
Cet article de revue propose une définition de l'objet "Serious Game" et une approche dédiée à la classification de ces différentes occurences. Ensemble des articles contenues dans la revue "Serious Games & Simulation for Risks Management" ISBN 978-2-9541430-0-2 (PDF) : ALVAREZ, Julian ; DJAOUTI DamienAn introduction to Serious game - Definitions and concepts .............................................
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Mots-clés : Serious game, Définition, Classification, Taxinomie
Abstract Professional training for risky professions involves simulation training. This kind of facilities has appeared very important to give to the workers the initial knowledge, to improve the skills of experienced workers, and to make them face rare situations for which they must be potentially ready to deal with. The past years, a broad range of simulation systems including virtuality have become available on the market, and the professions concerned are wider every year. The possibili
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Mots-clés : Serious Game, Simulation, Training