1. |
- Alklind Taylor, Anna-Sofia, 1975-
(författare)
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The active instructor : Benefits and barriers to instructor-led serious gaming
- 2015
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Ingår i: VS-Games 2015. - : IEEE conference proceedings. - 9781479981014 - 9781479981021 ; , s. 8-15
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Konferensbidrag (refereegranskat)abstract
- While there is a wealth of studies on the subject of serious games, the same cannot be said on the issue of teaching with games, especially in game-based learning settings with adult learners. Over the years, most research in this area has been focused on the ‘active substance(s)’ of games for learning, focusing mainly on characteristics of games, but often failing to take the whole context of game-based learning into consideration, such as the role(s) of the teacher. However, the past two or three years has seen a shift in focus from merely the game as an isolated artefact, to also include more discussions on how games can successfully be integrated into an educational setting, as well as challenges as pitfalls of which instructors need to be aware. This paper aims to outline the contemporary research on instructor-led serious gaming and its implications for the design of serious gaming environments.
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2. |
- Alvarez Díaz, María Guadalupe, 1965-, et al.
(författare)
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Your Answer Will Make an Impression : Using Quiz Game Mechanics for the Collection of Visitor Data in a Museum
- 2015
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Ingår i: VS-Games 2015. - Skövde : IEEE Computer Society. - 9781479981021 - 9781479981014 ; , s. 1-4
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Konferensbidrag (refereegranskat)abstract
- This paper presents the initial results from a project that aimed to collect visitor data at a traveling exhibition starting at the Regional Museum in Kristianstad, Sweden during 2014-2016. The project was intended also to contribute to the creation of an atmosphere “About time”, which was the subject of the exhibit. We built a system that was integrated as an interactable part of the exhibition by using elements of quiz game mechanics in combination with elements of data based tracking applications and elements of visual art installations. The data provides statistics which are used to visualize the current status of the visitors’ attitude toward specific questions about time, imprinting the visitors themselves an integral part of the exhibition. Visitors build a visual Game Ego when answering questions and at the same time provided statistical data that can be monitored and extracted from the system. The results show that we succeeded to some degree but more can be done towards incorporating game design elements to engage the user, such as feedback and challenge.
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3. |
- Backlund, Per, 1964-, et al.
(författare)
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Enhancing Immersion with Contextualized Scenarios: Role-Playing in Prehospital Care Training
- 2015
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Ingår i: 2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games). - Skövde : IEEE Computer Society. ; , s. 167-170
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Konferensbidrag (refereegranskat)abstract
- This paper reports on a field experiment with 12 paramedic teams (n=24) exploring how they perceive a novel training approach. The feeling of being engaged in training (i.e. being immersed) is often held forward as a major benefit of roleplaying exercises. Engagement is expected to raise the quality of training as well as improving learning and retention. However, much simulation-based training in prehospital care is decontextualized, meaning that medical care is trained without taking other characteristics of prehospital care into account. In this paper we investigate how a richer setting (contextualization), which includes more of the complicating aspects of prehospital care, affects the perceived immersion of the participants. The results show that contextualization has a significant positive impact on perceived immersion. These results are important for further studies on how to organize and design role-playing exercises.
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4. |
- Bevilacqua, Fernando, 1985-, et al.
(författare)
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Proposal for Non-contact Analysis of Multimodal Inputs to Measure Stress Level in Serious Games
- 2015
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Ingår i: VS-Games 2015. - Red Hook, NY : IEEE Computer Society. - 9781479981021 - 9781479981014 ; , s. 171-174
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Konferensbidrag (refereegranskat)abstract
- The process of monitoring user emotions in serious games or human-computer interaction is usually obtrusive. The work-flow is typically based on sensors that are physically attached to the user. Sometimes those sensors completely disturb the user experience, such as finger sensors that prevent the use of keyboard/mouse. This short paper presents techniques used to remotely measure different signals produced by a person, e.g. heart rate, through the use of a camera and computer vision techniques. The analysis of a combination of such signals (multimodal input) can be used in a variety of applications such as emotion assessment and measurement of cognitive stress. We present a research proposal for measurement of player’s stress level based on a non-contact analysis of multimodal user inputs. Our main contribution is a survey of commonly used methods to remotely measure user input signals related to stress assessment.
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5. |
- Wilhelmsson, Ulf, 1967-, et al.
(författare)
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Accessible Game Culture using Inclusive Game Design : Participating in a visual culture that you cannot see
- 2015
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Ingår i: VS-Games 2015. - Red Hook, NY : IEEE Computer Society. - 9781479981021 - 9781479981014 ; , s. 147-154
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Konferensbidrag (refereegranskat)abstract
- In this paper, we present the result of an experiment, in which we compare the gaming experience between sighted players and visually impaired players playing the same game. Specifically we discuss whether they experience the same story construed from the plot elements that are either manifested by audio and graphics in the case of sighted players or primarily by audio in the case of visually impaired players. To this end, we have developed a graphical point-and-click adventure game for iOS and Android devices. The game has been designed to provide players with audio feedback that enables visually impaired players to interact with and experience the game, but in a manner that does not interfere with the overall appearance and functionality of the game, i.e. a design that is fully inclusive to both groups of players and that is as invisible for sighted players as possible without hindering visually impaired players to share the same gaming experience when it comes to story content. The study shows that the perception of the story were almost identical between the two groups. Generally it took visually impaired players a little longer to play the game but they also seem to listen more carefully to the dialogue and hence also build a slightly deeper understanding of the characters.
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