Serious Games and Virtual Reality for Education, Training and Health

Author(s):  
Ronei Marcos de Moares ◽  
Liliane S. Machado ◽  
Fátima de Lourdes dos Santos Nunes ◽  
Rosa Maria Esteves Moreira da Costa

Since the first electronic game produced in the 40s, a large market of entertainment games has been established. Since then, the main focus of games continues to be provide fun for users. However, Serious Games (SG) have been developed as a special class of games devoted to join fun activities with specific content. The multidisciplinary aspects necessary to the development of such applications is enhanced when they are devoted to training and education purposes. This chapter presents details of development of five serious games in which intelligent methodologies and/or virtual reality techniques were incorporated. The games include education for children and adults and training for professionals.

2018 ◽  
Vol 4 (4) ◽  
pp. 149-172 ◽  
Author(s):  
Liliane S. Machado ◽  
Thaise Kelly de Lima Costa ◽  
Ronei Marcos de Moraes

O desenvolvimento de aplicações computacionais deve ser guiado pelas necessidades do cliente, considerando todas as etapas do projeto de um software. Quando estas aplicações são voltadas para educação em saúde, observa-se a necessidade de abordar aspectos relacionados a pelo menos quatro áreas: educação, saúde, estatística e computação, evidenciando a necessidade de uma abordagem multidisciplinar para a produção de ferramentas efetivas e eficientes para os problemas a que se destinam. Este artigo apresenta e discute etapas consideradas fundamentais no processo de desenvolvimento de serious games e simuladores de treinamento para a saúde baseados em realidade virtual.   PALAVRAS-CHAVE: realidade virtual; jogos em saúde; serious games.     ABSTRACT The development of computer applications must be guided by clients’ needs and must consider all step of software project. It is necessary to integrate knowledge of four areas: education, health, statistics and computer science when those applications are for education in health what makes evident the need of a multidisciplinar approach for the production of effective and efficient tools for the purpose expected. This paper presents and discusses fundamental steps for the development of serious games and training simulators for health based on virtual reality   KEYWORDS: virtual reality; games for health; serious games.     RESUMEN El desarrollo de las aplicaciones informáticas debe guiarse por las necesidades de los clientes y debe considerar todos los pasos del proyecto de software. Es necesario integrar el conocimiento de cuatro áreas: educación, salud, estadística e informática cuando esas aplicaciones son para la educación en salud, lo que hace evidente la necesidad de un enfoque multidisciplinario para la producción de herramientas eficaces y efectivas para el propósito esperado. Este artículo presenta y discute los pasos fundamentales para el desarrollo de juegos serios y simuladores de entrenamiento para la salud basados en la realidad virtual.   PALABRAS CLAVE: realidad virtual, juegos para salud, serious games.  


Author(s):  
Liliane Machado ◽  
Ronei Moraes

Training systems based on virtual reality, serious games, assessment methods, systems to support learning, assessment methodologies and technologies to extend interaction with educational content have been the focus of researches at LabTEVE. The interdisciplinarity can be observed in each project, highlighting the need for dialogue between areas for the production of solutions and technologies that can be used today as well as prospected for the future.


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.


2014 ◽  
Vol 11 (2) ◽  
pp. 31-33
Author(s):  
Christopher Symeon ◽  
Dewi Pritchard ◽  
Lucienne Aguirre ◽  
David Jimenez

There is a clear interest in many countries in improving education, training and academic opportunities in mental health. The goal of SUD World Project is to create links between South America and Europe that will actively enhance education and training in mental health.


Author(s):  
Gregory McGowin ◽  
Stephen M. Fiore ◽  
Kevin Oden

Technological advances have led to a rapid increase in the implementation of virtual reality (VR) across multiple sectors of society. Further, we are seeing more researchers explore how the technology can be used to promote learning and training in a variety of domains. But there is a problematic gap between development of VR for training and education and learning theory to ensure its efficacy. We address this need by providing a theoretical lens through which to evaluate existing research in VR. We consider technology developments that have made VR more sophisticated and draw from research in the learning and cognitive sciences to evaluate their utility as learning affordances. With this, we examine existing research as a way to illustrate the practical value of theoretical evaluation. We conclude with a discussion how this theoretical framing can point the way for both better designed studies to accelerate learning and training as well as for more innovative adaptations for accelerating learning in immersive virtual reality.


Author(s):  
Amir H Sadeghi ◽  
Joris F W Ooms ◽  
Nicolas M Van Mieghem ◽  
Edris A F Mahtab ◽  
Ad J J C Bogers

Abstract Exponential technologies such as virtual reality (VR), computational modeling, and additive manufacturing have emerged in the field of cardiology and cardiothoracic surgery. An increasing number of publications that evaluate the clinical role of these technologies are becoming available. Moreover, there is an increase in the number of hospitals and departments that have implemented digital and exponential solutions in clinical workflow. In our center, we have adopted various exponential technologies in order to improve clinical pre-procedural workflow, patient care, and training and education. In order to provide our view and approach on the implementation of these technologies, in this article, we provide an overview of the currently applied modalities including immersive virtual reality, 3D computational modeling, VR-based simulations, and additive manufacturing (3D printing). Moreover, we present the potential of these applications in cardiovascular and cardiothoracic medicine, and additionally, we will provide key facilitators, challenges, and recommendations to adopting these technologies in clinical practice.


2019 ◽  
Vol 79 (9-10) ◽  
pp. 5501-5527 ◽  
Author(s):  
David Checa ◽  
Andres Bustillo

AbstractThe merger of game-based approaches and Virtual Reality (VR) environments that can enhance learning and training methodologies have a very promising future, reinforced by the widespread market-availability of affordable software and hardware tools for VR-environments. Rather than passive observers, users engage in those learning environments as active participants, permitting the development of exploration-based learning paradigms. There are separate reviews of VR technologies and serious games for educational and training purposes with a focus on only one knowledge area. However, this review covers 135 proposals for serious games in immersive VR-environments that are combinations of both VR and serious games and that offer end-user validation. First, an analysis of the forum, nationality, and date of publication of the articles is conducted. Then, the application domains, the target audience, the design of the game and its technological implementation, the performance evaluation procedure, and the results are analyzed. The aim here is to identify the factual standards of the proposed solutions and the differences between training and learning applications. Finally, the study lays the basis for future research lines that will develop serious games in immersive VR-environments, providing recommendations for the improvement of these tools and their successful application for the enhancement of both learning and training tasks.


2021 ◽  
Vol 6 (4) ◽  
pp. 323-329
Author(s):  
Amit Bhandari ◽  
Vanshika Jain ◽  
Rashi Bhandari

Augmented and virtual reality (AR-VR) is a fast developing technology that has been used in the field of medicine for a long time. It has also found its way in dentistry and the preliminary assessments so far have shown promising results. Aim: The presented scoping review was conducted with an aim of identifying the current applications of AR-VR in the field of dental training and education. The paper also highlights the presently available dental simulators, their features and areas of use. Result: It was found that AR-VR is not restricted to teaching of upcoming dentists but also helps practicing physicians to return to basics and refine their skills. Inclusion of haptics provides a realistic experience by simulating the tactile sensations. Instant feedback feature act as a source of motivation to cover the missed bases. Conclusion: AR-VR technology has numerous advantages in dental education and training. However, the currently available systems require imports and are bulky to be transported in difficult terrains. Thereby it is important that indigenous systems be developed that have enhanced feasibility to be used for training of Armed Forces for managing trauma cases encountered in the field.


2020 ◽  
Vol 4 (2) ◽  
pp. 50-53
Author(s):  
Liliane Machado ◽  
Ronei Moraes

Training systems based on virtual reality, serious games, assessment methods, systems to support learning, assessment methodologies and technologies to extend interaction with educational content have been the focus of researches at LabTEVE. The interdisciplinarity can be observed in each project, highlighting the need for dialogue between areas for the production of solutions and technologies that can be used today as well as prospected for the future.


2020 ◽  
Vol 110 (07-08) ◽  
pp. 572-575
Author(s):  
T. Schultze ◽  
M. Bues

Top-qualifiziertes Personal in Produktion und Service ist bereits heute eine knappe Ressource. Training und Weiterbildung sind jedoch oftmals teuer, und die Schulung an Produkt oder Produktionsanlage ist oft nur sehr eingeschränkt möglich. Virtual Reality (VR) ist ein entscheidender Baustein zur Lösung dieser Probleme: Service- und Produktionsprozesse werden realistisch am virtuellen 1:1-Objekt trainiert, mit und ohne Unterstützung durch einen erfahrenen Instruktor und an beliebigen Orten. Letzteres ist gerade in der durch das Corona-Virus bedingten Situation des Jahres 2020 von besonderer Bedeutung.   Top-qualified personnel in production and service is already a scarce resource today. However, training and further education are often expensive, and training on products or production equipment is often only possible to a very limited extent. Virtual Reality (VR) is a decisive component in solving these problems: service and production processes are trained realistically on a virtual 1:1 object, with or without the support of an experienced instructor and at any location. The latter is particularly relevant in the situation of the year 2020 caused by the corona virus.


Sign in / Sign up

Export Citation Format

Share Document