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
Abstract: Games are increasingly being used in educational contexts. The view of some game educationists is that games are able to effectively fulfil the requirements of a constructivist learning pedagogy. It is suggested, for example, that games are useful at representing complexity and often possess mechanisms that make learning more effective through mimicking behaviours required for study. This includes such elements as a call to focus, increasing levels of difficulty of skill, repetit
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Mots-clés : Game-based learning, Neuroscience, How to learn, Primary school
Serious games have become a motivational engine to get knowledge, skills and fun at the same time. First of all, the player has to feel that he is play-ing a game where the learning is only a consequence of the playing actions and it is essential to use reliable sources of information to design them in order to obtain the desired results. In this paper, we propose the design and development of a serious game as learning tool and generator of interest about Tourette syndrome in a web-based enviro
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Mots-clés : Attitudinal change, Computer-based training, Empathy, Entertainment, Game-based learning, Instructional technology
Abstract:This paper presents the evolving embodiments of “A Virtual Laboratory”, a VR-based videogame simulating an experiment of medical distillation in a medieval alchemy lab. Players are encouraged to acquire the knowledge needed to master the operations to be performed by consulting the digital representation of an ancient treatise on distillation hosted at the Gunnerus Library of Trondheim, The game is part of a larger project called MUBIL aimed at disseminating the knowled
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Mots-clés : Serious Games, Library, Virtual Environment, Immersion, Interaction, Learning
Abstract:Continuous developments in the web and computer technologies along with an increasing availability of game engines contribute to an expansion of techniques that bridge culture and education with gaming. In addition, open linked data technologies pave the way towards the semantic web of the future by exploiting the abundance in data availability. In this work we present an innovative and content-dynamic web-based framework, which relies and exploits the rich content of distributed web cu
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Mots-clés : Games, Three-dimensional displays, Engines, Cultural differences, Buildings, Virtual environments, Navigation
In this paper we investigate the possibility how to enable transfer of meaningful game information between different video games. We explore the benefits of ontologies as a solution to this problem, and present an initial version of Game Ontology, a first step towards achieving interoperability between games. Références (1) : D. Djaouti, J. Alvarez, J. Jessel, G. Methel, and P. Molinier. Towards a classification of video games. In Artificial and Ambient Intelligence conve
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Mots-clés : Game, Video game, Ontology
Abstract The continuous development of web services and computer infrastructures complemented by the increasing availability of game development software engines, contribute to an on-going expansion in the release of serious games (SG) in diverse areas, ranging from entertainment, cultural heritage (CH), education, artificial intelligence (AI), sociology, military to health systems [1]. In this sense SGs can be thought of as bridging culture and education with gaming. By utilizing contempo
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Mots-clés : Cultural heritage, Serious Game
In this paper, we will present an educational game that we developed in order to teach a chemistry lesson, namely drawing a Lewis diagram. We also conducted an experiment to gather data about the cognitive and emotional states of the learners as well as their behaviour through out our game by using three types of sensors (electroencephalography,eye t
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Mots-clés : Educational game, Electroencephalogram, Eyetracking, Facial ex-pression recognition, Logistic regression model
Abstract. The access to large-scale imagery datasets has been a signifi- cant obstacle to the success of many applications in application domains that range from 3D modelling to augmented reality, and from infrastructure inspection to urban planning. Although large collections of images already exist, from sources such as Bing Maps, Google Street View, and many photo-sharing sites, they are incomplete, inaccurate and expensive. A solution to this problem could be to leverage on large end-u
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Mots-clés : Serious games methodologies, Participatory sensing
Abstract: Due to the absence of high-level authoring environments and support for non-technical domain experts to create custom serious games, a model-driven authoring framework is presented in this paper. Through model-driven authoring, non-technical people can manipulate the 3D visuals of their serious game, model the scenarios of the game, and even easily add non-linear narrative to the game. The different tools and methods have been implemented and are currently used to build a serious
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Mots-clés : Serious game, Cyberbullying, Adaptivity, Scenario generation, Non-linear gameplay, Sandbox, Model-driven authoring