Serious Games and Virtual Worlds: The Next I-O Frontier!

2011 ◽  
Author(s):  
Aarti Shyamsunder ◽  
Michael S. Fetzer ◽  
Wendy L. Bedwell ◽  
Ben Hawkes ◽  
Charles A. Handler ◽  
...  
Keyword(s):  
Author(s):  
C. Ribeiro ◽  
J. Pereira ◽  
C. Calado ◽  
C. Ferreira

Although the impact that Virtual Worlds and Serious Games can have on learning efficacy and efficiency has been recognized, there is still many open questions related to this issue. Specifically there aren’t guidelines or standards to help practitioners introduce this kind of technologies in a learning environment. In this chapter, the authors describe two experiments involving virtual worlds and serious games in a learning environment. These experiments allowed the authors to understand the real potential of this kind of technology, but also some of the difficulties one can come across. The authors hope that the experiments described in this chapter can serve as a basis for similar experiments done by other practitioners. Finally, some of the pitfalls that should be avoided are described as a set of lessons learnt at the end of the chapter.


Information ◽  
2019 ◽  
Vol 11 (1) ◽  
pp. 22 ◽  
Author(s):  
Marijana Ćosović ◽  
Belma Ramić Brkić

As traditional museums migrate to the virtual world, they offer wider access to the exhibit collections but often fail to present content of those collections in more engaging way. Game-based learning is one of the solutions to mitigate this inevitable transition and support active learning in the process. It is increasingly gaining interest from the cultural heritage scientific community for the purpose of promoting cultural heritage, raising awareness of its importance and motivating users to visit cultural institutions such as museums more often. There are numerous examples of serious games that are based on or contain heritage content. Tangible cultural heritage is more represented in the virtual worlds and mainly based on applications of 3D technology. Recently, intangible cultural heritage is gaining more visibility within cultural heritage scope as a domain in which game-based learning could assist in its preservation. This paper attempts to address pros and cons of game-based learning in general and reflect on the choices of using serious games in the museum environment.


2009 ◽  
Vol 25 (12) ◽  
pp. 1053-1054 ◽  
Author(s):  
Fotis Liarokapis

2014 ◽  
Vol 7 (1) ◽  
Author(s):  
Samuel Cruz-Lara ◽  
Alexandre Denis ◽  
Nadia Bellalem

Within a globalized world, the need for linguistic support is increasing every day. Linguistic information, and in particular multilingual textual information, plays a significant role for describing digital content: information describing pictures or video sequences, general information presented to the user graphically or via a text-to-speech processor, menus in interactive multimedia or TV, subtitles, dialogue prompts, or implicit data appearing on an image such as captions, or tags. It is obviously crucial to associate digital content to multilingual textual information in a non-intrusive way: the user must decide, whether or not, he wants to display the textual information related to the digital content he is dealing with in any particular language.In this paper we will present a general review on linguistic and multilingual issues related to virtual worlds and serious games. The expression “linguistic and multilingual issues” will consider not only any kind of linguistic support (such as syntactic and semantic analysis) based on textual information, but also any kind of multilingual and monolingual topics (such as localization or automatic translation), and their association to virtual worlds and serious games. We will focus on our ongoing research activities, particularly in the framework of sentiment analysis and emotion detection. Note that we will also dedicate special attention to standardization issues because they grant interoperability, stability, and durability.The review will essentially be based on our own experience but some interesting international research projects and applications will be also mentioned, in particular, research projects and applications related to sentiment analysis and emotion detection.


2011 ◽  
Vol 4 (3) ◽  
Author(s):  
Treveur Bretaudière ◽  
Samuel Cruz-Lara ◽  
Lina María Rojas Barahona

We present our current research activities associating automatic natural language processing to serious games and virtual worlds. Several interesting scenarios have been developed: language learning, natural language generation, multilingual information, emotion detection, real-time translations, and non-intrusive access to linguistic information such as definitions or synonyms. Part of our work has contributed to the specification of the Multi Lingual Information Framework [ISO FDIS 24616], (MLIF,2011). Standardization will grant stability,  interoperability and sustainability of an important part of our research activities, in particular, in the framework of representing and managing multilingual textual information.


2018 ◽  
Vol 33 (80) ◽  
pp. 9-27
Author(s):  
Anders Engberg-Pedersen

Anders Engberg-Pedersen: “Serious games. Harun Farocki and MilitaryAesthetics”This article charts the emergence of a military-aesthetic regime in the twenty-first century. It shows how the US military has co-opted and militarized the field of aesthetics through the development of virtual worlds that train, prepare, and process military engagements. Using the German artist Harun Farocki’s installation Serious Games as a prism for this development, the essay charts the collaborations between military institutions, academics, and the creative industries. The key question is: what happens to the notion of “war experience” in the age of immersive virtual reality technologies? To find plausible answers, the article situates military aesthetics along a historical axis with the emergence of the modern wargame around 1800, and along a theoretical axis by drawing on key thinkers in philosophical aesthetics (Baumgarten, Dewey, Rancière).


Author(s):  
Sara de Freitas ◽  
Ian Dunwell ◽  
Genaro Rebolledo-Mendez

As virtual worlds come of age, their potential for applications supporting teaching and learning is becoming increasingly recognised. This chapter outlines a transition of learning, centring on the uptake of new tools for supporting Technology Enhanced Learning (TEL) in universities and colleges. In particular, the use of technologies such as virtual worlds is increasing the pedagogic toolkit of teachers and tutors, providing unique opportunities to support and enhance teaching and learning. In particular, the use of virtual worlds to reach remote, distance, and online learners is creating new opportunities for face-to-face engagement and motivation with difficult-to-reach groups. To evidence and explore this potential, this chapter documents the main findings from several studies which focus upon defining and examining the key components which contribute towards the efficacy of an ‘immersive learning experience’. This includes the main findings of the UK JISC-funded MyPlan project, wherein Second Life, a desktop virtual world, was used to support career decisions and educational choices among two groups of learners, the first from a college and the second from a university. These findings are compared to those arising from the UK Technology Strategy Board-funded Serious Games: Engaging Training Solutions (SG-ETS) project, which sought to develop and assess three high-fidelity serious games. The chapter focuses upon four specific components of virtual worlds and immersive learning techniques: personalisation through learner modelling, integrative feedback, intrinsic motivational quality, and what the authors term ‘social interactive learning’. These four criteria are discussed with respect to the study, providing a basis for future ongoing studies that explore the efficacy of immersive virtual worlds as an alternative for, and supplement to, traditional learning environments.


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