AbstractThe advent of mobile phone with a multi-megapixel camera and autouploaders has democratised photography. Taking pictures and acquiring annotations is no longer an expensive task as it used to be. Yet performing these tasks in a systematically way is still very cumbersome for most users. In this paper, we outline two game mechanics that can be exploited for the purpose of large-scale image sensing and content annotation. Our first mechanic allows for better control over when, how and wher
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Mots-clés : game mechanics, photography
This is the protocol for a review and there is no abstract. The objectives are as follows:To evaluate the effectiveness of Serious Gaming and Gamification interventions for delivering pre- and post-registration health professional education compared with traditional learning, other types of eLearning, or other Serious Gaming and Gamification interventions. We will primarily assess the impact of these interventions on students’ knowledge, skills, professional attitudes and satisfaction.
Mots-clés : Serious Game, santé, Protocole, Health game, Gamification, Ludification
Abstract Recent advancement of the technology on hand gesture tracking devices provided new opportunities for Human Computer Interaction (HCI). Although great progress has been made by leveraging devices like Leap Motion, most of the focus is on the entertainment domain. This research project focuses towards virtual rehabilitation using serious games, by improving the cognitive and motor skills of the children with special needs. Proposed hypothesis included the implementation of 3D mouse
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Mots-clés : Serious Game
Abstract After the turn of the century, video games have risen up to the level of the largest mainstream entertainment mediums, now even challenging the movie industry in size. Even though the area occupied by serious games in this market has only just recently really started growing, with serious games still being only a relatively small portion of the video games market, has the idea of using games as tools for education and training been the target of continuous interest for at least the
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Mots-clés : Video games, Serious games, Simulations, Simulate, Educational games, Edutainment, Health games, War games
Résumé(s)Les transports publics soutiennent l’indépendance et encouragent l’inclusion sociale, scolaire et professionnelle. Ils sont des moyens sûrs pour avoir accès à la ville, aux services et aux activités. Toutefois, l’usage des transports publics en service régulier nécessite des connaissances et un savoir-faire que tous les voyageurs, tels que les personnes ayant des incapacités intellectuelles, ne ma&ici
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Mots-clés : Incapacités intellectuelles, Transports publics en service régulier, Formation aux déplacements, Serious Game, Jeu sérieux
Abstract A 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 Tr
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Mots-clés : Serious Game, Défense, Militaire, Simulation, Jeu de simulation
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
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Mots-clés : 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
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Mots-clés : 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 a
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Mots-clés : 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
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Mots-clés : Citizen science, Social media, Serious games, Crowdsourcing, Biases, Uncertainty