scholarly journals Their Memory: Exploring Veterans’ Voices, Virtual Reality and Collective Memory

2019 ◽  
Vol 12 (2) ◽  
Author(s):  
Iain Donald ◽  
Kenneth Scott-Brown

This paper focuses on the virtual reality (VR) project Their Memory and details the development and evaluation of virtual reality environments and experiences with respect to its impact on young people (14-35 demographic) with the narratives of veterans in Scotland. As part of the AHRC Immersive Experiences program, Their Memory was created to explore how game design techniques and immersive technology could be used to enhance existing historical research and enrich narratives to bring expansive experiences to hard-to-reach audiences. The project worked directly with the veterans’ charity, Poppyscotland, to create an environment and experience that would resonate with new audiences, and explore documentary and storytelling techniques for the commemoration of war and conflict. The design of the project evolved through co-design sessions with veterans and young people and culminated in the creation of a short, thought-provoking, narrative-driven experience. The VR experience enabled players to connect with the memories of veterans in Scotland and exploring the different conflicts or situations they experienced and how they make sense of them. The project brought together cross-sector expertise to research how immersive experiences can help memory-based organizations in engaging with wider audiences, raise awareness, and diversify current learning outputs. The paper details the design and development of the Virtual Reality project, through co-design, and how this engaged the audience and evolved the experience created. The paper includes a summative evaluation of events conducted with schoolchildren to assess the project and concludes with how the project evidences impact upon audiences and the potential for both technology and the experience.

Author(s):  
Konstantinos Ntokos

When a student works on a VR game design project, the input scheme is often bypassed because it is considered to be one of the easiest things to implement. But should design affect the inputs, or the other way around? The author attempts to solve this with the creation of a unified communication tool among students, academics, and developers. This proposed tool will define which movement and/or interaction technique is best suited, depending on the following factors: platform, constraints, context, physique, space, immersion, and user experience. The game design framework will be described, discussed, and presented in a table format to address all of the above when working on VR games. This chapter will also include a section that will define what the player can do and how.


Author(s):  
Petar Halachev ◽  
Aleksandra Todeva ◽  
Gergana Georgieva ◽  
Marina Jekova

he report explores and analyzes the application of the most popular programming languages from different organizations: GitHub; Stackoverflow; the TIOBE's Community index. The main client technologies: HTML; CSS; JavaScript; Typescript are presented and analysed. Features are characterized and the advantages and the disadvantages of the server technologies are described: Java; PHP; Python; Ruby. The application areas for web site development technologies have been defined. The creation of a quality web site is a complex and complicated process, but by observing some guidelines and recommendations in the work process can help to select the tools and the technologies in its design and development.


2008 ◽  
Vol 5 (2) ◽  
pp. 1-9
Author(s):  
Cheryl Seals ◽  
◽  
Jacqueline Hundley ◽  
Lacey Strange Montgomery ◽  
◽  
...  

2021 ◽  
Author(s):  
Peter M. Maloca ◽  
Emily A. Williams ◽  
Faisal Mushtaq ◽  
Andreas Rueppel ◽  
Philipp L. Müller ◽  
...  

Author(s):  
Gordon Tao ◽  
Bernie Garrett ◽  
Tarnia Taverner ◽  
Elliott Cordingley ◽  
Crystal Sun

Abstract Background High quality head-mounted display based virtual reality (HMD-VR) has become widely available, spurring greater development of HMD-VR health games. As a behavior change approach, these applications use HMD-VR and game-based formats to support long-term engagement with therapeutic interventions. While the bulk of research to date has primarily focused on the therapeutic efficacy of particular HMD-VR health games, how developers and researchers incorporate best-practices in game design to achieve engaging experiences remains underexplored. This paper presents the findings of a narrative review exploring the trends and future directions of game design for HMD-VR health games. Methods We searched the literature on the intersection between HMD-VR, games, and health in databases including MEDLINE, Embase, CINAHL, PsycINFO, and Compendex. We identified articles describing HMD-VR games designed specifically as health applications from 2015 onwards in English. HMD-VR health games were charted and tabulated according to technology, health context, outcomes, and user engagement in game design. Findings We identified 29 HMD-VR health games from 2015 to 2020, with the majority addressing health contexts related to physical exercise, motor rehabilitation, and pain. These games typically involved obstacle-based challenges and extrinsic reward systems to engage clients in interventions related to physical functioning and pain. Less common were games emphasizing narrative experiences and non-physical exercise interventions. However, discourse regarding game design was diverse and often lacked sufficient detail. Game experience was evaluated using primarily ad-hoc questionnaires. User engagement in the development of HMD-VR health games primarily manifested as user studies. Conclusion HMD-VR health games are promising tools for engaging clients in highly immersive experiences designed to address diverse health contexts. However, more in-depth and structured attention to how HMD-VR health games are designed as game experiences is needed. Future development of HMD-VR health games may also benefit from greater involvement of end-users in participatory approaches.


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