Pathomon: A Social Augmented Reality Serious Game

Author(s):  
Daniel Rapp ◽  
Jonas Muller ◽  
Kristina Bucher ◽  
Sebastian von Mammen
Author(s):  
Anwar Rifa'i ◽  
Tri Ika Jaya Kusumawati ◽  
Mauridhi Hery Purnomo

2020 ◽  
Vol 79 (45-46) ◽  
pp. 34079-34099 ◽  
Author(s):  
Santiago Schez-Sobrino ◽  
David Vallejo ◽  
Carlos Glez-Morcillo ◽  
Miguel Á. Redondo ◽  
José Jesús Castro-Schez

2018 ◽  
Author(s):  
Susy Nazaré Silva Ribeiro Amantini ◽  
Alexandre Alberto Pascotto Montilha ◽  
Bianca Caseiro Antonelli ◽  
Kim Tanabe Moura Leite ◽  
Daniela Rios ◽  
...  

BACKGROUND New technologies create possible new ways of action, interaction, and learning which is extremely relevant in the field of oral health education. There is a lack of protocol in using an immersive interactive ludic-educational interface to motivate oral hygiene practice in children by means of augmented reality. OBJECTIVE This study aims to present a protocol on the development of a serious game to motivate oral hygiene practice in children. METHODS A serious game will be designed by augmented reality techniques to improve toothbrushing effectiveness of children aged 6 to 10 years. The functional structure of this interface is activated by means of movements recognized by Kinect (Microsoft Corp). The toothbrushing technique will be available in the game, enabling the children to execute the movement in the virtual environment. By identifying errors, this game will be tailored to improve the oral health of children by correcting the technique and teaching the user the adequate toothbrushing method. A template analysis will be performed to identify barriers and facilitators in each scenario. RESULTS After the implementation of the virtual interactive and immersive panels, enrollment will begin and evaluations will be made by means of questionnaires distributed to participants who interact with the game. Thus, an analysis of the product efficacy will be conducted. The expected outcome will be to obtain a digital instrument to motivate oral hygiene practice and enhance health awareness in children. CONCLUSIONS The serious game will support the prevention of oral diseases by sharing scientific research in the school environment and community. INTERNATIONAL REGISTERED REPORT PRR1-10.2196/10987


2021 ◽  
Vol 3 (3) ◽  
pp. 6-17
Author(s):  
M.I. Vidal Caicedo ◽  
M.C. Camacho Ojeda ◽  
P.D. Burbano Ceron ◽  
H.F. Muñoz Muñoz ◽  
V.H. Agredo Echavarria

Los juegos serios y la realidad aumentada se han combinado para lograr potencializar el interés que despiertan en sus jugadores y poder alcanzar su objetivo educativo, publicitario o de difusión, en los últimos años se han desarrollado juegos serios que haciendo uso de la realidad aumentada enriquecen la experiencia de los jugadores al visitar un museo o sitios históricos, despertando el interés por la cultura y el patrimonio, brindando la oportunidad de que el jugador sean parte de la historia. En ese artículo se presentan inicialmente algunos juegos serios que han empleado la realidad aumentada para incrementar la experiencia del usuario, y luego se expone la experiencia de desarrollo de un juego serio que usa la realidad aumentada como un medio para propender la apropiación del patrimonio. The Serious gaming and the augmented reality have combined to achieve wake the interest in their players and reach its educational, advertising or dissemination goals. In recent years have developed serious gaming that making used of augmented reality for enrich the experience of players when visiting a museum or historical sites, increasing interest in culture and heritage by allowing that player be part of the story. In this article we present initially some serious games that have used augmented reality to increase the user experience, and then expose the experience of developing a serious game that uses augmented reality as a means to promote the appropriation of heritage.  


2021 ◽  
Author(s):  
Pedro Reisinho ◽  
Catia Silva ◽  
Mario Vairinhos ◽  
Ana Patricia Oliveira ◽  
Nelson Zagalo

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