Serious Games in Virtual Environments: Cognitive Ergonomic Trainings for Workplaces in Intralogistics

Author(s):  
Veronika Kretschmer ◽  
André Terharen
2012 ◽  
Vol 21 (1) ◽  
pp. 58-68 ◽  
Author(s):  
Sergio Moya ◽  
Dani Tost ◽  
Sergi Grau

We describe a graphical narrative editor that we have developed for the design of serious games for cognitive neurorehabilitation. The system is addressed to neuropsychologists. It is aimed at providing them an easy, user-friendly, and fast way of specifying the therapeutical contents of the rehabilitation tasks that constitute the serious games. The editor takes as input a description of the virtual task environment and the actions allowed inside. Therapists use it to describe the actions that they expect patients to do in order to fulfill the goals of the task and the behavior of the game if patients do not reach their goals. The output of the system is a complete description of the task logic. We have designed a 3D game platform that provides to the editor a description the 3D virtual environments, and that translates the task description created in the editor into the task logic. The main advantage of the system is that it is fully automatic, it allows therapists to interactively design the tasks and immediately validate them by realizing it virtually. We describe the design of the two applications and present the results of system testing.


2017 ◽  
Vol 48 (4) ◽  
pp. 553-578 ◽  
Author(s):  
Aad Slootmaker ◽  
Hans Hummel ◽  
Rob Koper

Background. The EMERGO method and online platform enable the development and delivery of scenario-based serious games that foster students to acquire professional competence. One of the main goals of the platform is to provide a user-friendly authoring environment for creating virtual environments where students can perform authentic tasks. Aim. We present the findings of an in-depth qualitative case study of the platform’s authoring environment and compare our findings on usability with those found for comparable environments in literature. Method. We carried out semi-structured interviews, with two experienced game developers who have authored a game for higher education, and a literature review of comparable environments. Findings. The analysis shows that the usability of the authoring environment is problematic, especially regarding understandability and learnability, which is in line with findings of comparable environments. Other findings are that authoring is well integrated with the EMERGO method and that functionality and reliability of the authoring environment are valued. Practical implications. The lessons learned are presented in the form of general guidelines to improve the understandability and learnability of authoring environments for serious games.


Author(s):  
Shujie Deng ◽  
Julie A. Kirkby ◽  
Jian Chang ◽  
Jian Jun Zhang

The goal of this review is to illustrate the emerging use of multimodal virtual reality that can benefit learning-based games. The review begins with an introduction to multimodal virtual reality in serious games and we provide a brief discussion of why cognitive processes involved in learning and training are enhanced under immersive virtual environments. We initially outline studies that have used eye tracking and haptic feedback independently in serious games, and then review some innovative applications that have already combined eye tracking and haptic devices in order to provide applicable multimodal frameworks for learning-based games. Finally, some general conclusions are identified and clarified in order to advance current understanding in multimodal serious game production as well as exploring possible areas for new applications.


2020 ◽  
Vol 40 (4) ◽  
pp. 8-9
Author(s):  
Fotis Liarokapis ◽  
Eike Falk Anderson

2019 ◽  
Vol 227 (3) ◽  
pp. 207-217 ◽  
Author(s):  
Ard J. Barends ◽  
Reinout E. de Vries ◽  
Mark van Vugt

Abstract. Unobtrusive behavioral cues of personality traits can be found in physical and virtual environments (e.g., office environments and social media profiles), but detecting and coding such cues are a painstaking effort, and therefore impractical for research purposes. Measuring people’s choices in a virtual, gamified environment may offer a suitable substitute. It is currently unknown whether Honesty-Humility can also be assessed in a virtual environment. In two studies, we demonstrate that Honesty-Humility can be inferred with at least modest validity from virtual behavior cues. In a third study, we tested the fakeability of the virtual cues. This study found that even under faking instructions the virtual cues were related to Honesty-Humility, however, the virtual cues were just as fakeable as self-reported Honesty-Humility. Our results imply that virtual cues can be incorporated in serious games to measure personality. Future research may investigate whether the identified virtual cues are able to predict important Honesty-Humility related outcomes.


2021 ◽  
Author(s):  
Deborah C. Beidel ◽  
Peter W. Tuerk ◽  
Josh Spitalnick ◽  
Clint A. Bowers ◽  
Krystal Morrison

Author(s):  
Maria Teresa Restivo ◽  
Alberto Cardoso

Online experimentation comprises remote and virtual experimentation also aided and complemented by other online tools based in virtual reality, augmented reality, sensorial devices, live videos, interactive videos and serious games which promote user immersion in virtual environments recreating the real experience. This Special Issue collects an interesting set of short articles describing more than 20 different works in the context of online experimentation


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