Public Transport supports independence and encourages social, educational and vocational inclusion. It is a sure means to gain access to the city, services and activities. However, using fixed-route requires knowledge and know-how that all travelers, such as people with intellectual disabilities, do not master. While for most of us learning to travel is done through personal experience, for people with intellectual disabilities there is a need for travel training in order to build up travel expe
[...]
Keywords : Intellectual Disabilities, Fixed-Route, Travel-Training, Public Transportation Requirement, Serious Game
As you may have noticed, these last months have been quiet for Ludoscience. Don't worry, the lab is still running, it's just that we have all been so busy with our current projects, that nobody had the time to actually update the website! As these projects near completion, in the upcoming weeks we will have new projects to share with you, including... a new book written by all the Ludoscience members! In the meantime, here is a selection of our activities during the last months: Our b
[...]
Keywords : ludoscience, news, conferences
AbstractA Web-Based Serious Game for Joint Training As military systems and processes are becoming increasingly complex and thus more difficult to comprehend, large-scale exercises for NATO Joint Intelligence, Surveillance, and Reconnaissance (JISR) are regularly performed yet are often obstructed by insufficient staff preparedness. To address this concern, this thesis presents the design, prototypal implementation, and evaluation of a modular and web-based serious game called Exercise Trai
[...]
Keywords : Serious Game, Defence, Military, Simulation, Simulation game
Abstract: Nowadays computer games are being developed for more than just the mere entertainment of the players. In the field of health and education, serious games aim to improve the level of the cognitive abilities, in a more attractive manner. Among the mental process, the concentration and the relaxation are the basic cognitive abilities in tennis. The timely monitoring and the levels of these abilities are important when the performance enhancement is concerned. Mental preparation of tennis
[...]
Keywords : Serious games, Mental training, Tennis, Concentration, Relaxation
AbstractVideo games have become one of the largest entertainment industries, and their power to capture the attention of players worldwide soon prompted the idea of using games to improve education. However, these educational games, commonly referred to as serious games, face different challenges when brought into the classroom, ranging from pragmatic issues (e.g., a high development cost) to deeper educational issues, including a lack of understanding of how the students interact with the games
[...]
Keywords : Serious games, Game learning analytics, Learning analytics, Game analytics, Educational standards
ABSTRACT Serious games augment utilitarian applications with an entertainment dimension. Hence, information pertaining to a utilitarian objective is seamlessly incorporated into the gaming scenario. In this paper, we present the concept of ubiquitous biofeedback serious games (UBSGs), a family of games that integrate biofeedback processes in their operation. They rely on physiological inputs collected from the player through biological sensors for game control. These physiological inputs ar
[...]
Keywords : Biofeedback, Biological control systems, Physiology, Entertainment industry, Biosensors, Serious gaming, Affective computing, Ubiquitous computing
This paper updates and builds on ‘Modelling with Stakeholders’ Voinov and Bousquet, 2010 which demonstrated the importance of, and demand for, stakeholder participation in resource and environmental modelling. This position paper returns to the concepts of that publication and reviews the progress made since 2010. A new development is the wide introduction and acceptance of social media and web applications, which dramatically changes the context and scale of stakeholder interactions
[...]
Keywords : Citizen science, Social media, Serious games, Crowdsourcing, Biases, Uncertainty
Researchers and health professionals have long been curious about the potential of electronic games for purposes beyond entertainment. This topic is of particular importance given the rapid growth of the game industry, whose products are enjoyed by over 1.5 billion people worldwide (EEDAR, 2015), many of them on mobile devices. As the number of smartphone users continues to grow, with conservative estimates projecting a rise from 2 billion worldwide at the end of 2015 to 6.1 billion in 2020 (Eri
[...]
(Broacasting our studies)
Résumé : Claiming mix game and utilitarian goal, serious games tend to challenge traditional definitions of the game, free activity, separate and unproductive. For the researcher, they can be useful objects to query the boundary between what is a game and what is not a game. To clarify these issues, we submitted as part of an ethnomethodological investigation a set of serious games to a student audience. The results allow to understand the components of the playful
[...]
Keywords : serious games, playful attitude, playful perception, boundary object, ethnomethodology
Dermatology surgery training is rapidly evolving with an ever increasing focus on resident procedural training. However, surgical training varies greatly between different residency programs. The ACGME requires dermatology training to ensure competency in the surgical treatment of skin disease. It is crucial that residents are provided with ample opportunities to hone their skills and with evaluative methods that are valid, reliable, and objective in order to identify potential resident weakness
[...]
Keywords : Dermatology, Training, Simulation, Game