scholarly journals PlayMancer : A European Serious Gaming 3D Environment

Author(s):  
Alex Conconi ◽  
Todor Ganchev ◽  
Otilia Kocsis ◽  
George Papadopoulos ◽  
Fernando Fernández-Aranda ◽  
...  

Author(s):  
D. Anastasiou ◽  
T. Avgeri ◽  
A. Iliodromitis ◽  
V. Pagounis ◽  
M. Tsakiri

Abstract. Visualization and conceptualisation of 3D objects are complex cognitive processes which are regarded essential from pre-school education to develop abilities linked to spatial and 3D thinking. The focus of this paper is to discuss the use of a virtual 3D environment as a pedagogical serious gaming platform that may help intensify learning processes. Recently, serious games are gaining popularity not only as games, but as promising educational tools too. This paper presents the creation of a simple ‘serious game’ where several tasks can be constructed that promote the 3D spatial thinking in pre-school education. Specifically, the creation of the virtual environment from a pre-school’s indoor and outdoor environment was performed using geodetic and terrestrial laser scanning techniques. To increase the geospatial sense of pre-school children within the virtual environment, an application was developed with simple educational tasks within the 3D environment. The templates, for each section of the gaming application, have been developed using HTML5 and CSS3, in order that they are interactive and accessible to all smart devices. The paper concludes with a discussion on the experience gained towards supporting spatial thinking for pre-school children.


Author(s):  
Adina Aldea ◽  
Maria-Eugenia Iacob ◽  
Jos van Hillegersberg ◽  
Dick Quartel ◽  
Henry Franken

2021 ◽  
Vol 11 (8) ◽  
pp. 3635
Author(s):  
Ioannis Liritzis ◽  
Pantelis Volonakis ◽  
Spyros Vosinakis

In the field of cultural heritage, three-dimensional (3D) reconstruction of monuments is a usual activity for many professionals. The aim in this paper focuses on the new technology educational application combining science, history, and archaeology. Being involved in almost all stages of implementation steps and assessing the level of participation, university students use tools of computer gaming platform and participate in ways of planning the virtual environment which improves their education through e-Learning. The virtual 3D environment is made with different imaging methods (helium-filled balloon, Structure for motion, 3D repository models) and a developmental plan has been designed for use in many future applications. Digital tools were used with 3D reconstructed buildings from the museum archive to Unity 3D for the design. The pilot study of Information Technology work has been employed to introduce cultural heritage and archaeology to university syllabuses. It included students with a questionnaire which has been evaluated accordingly. As a result, the university students were inspired to immerse themselves into the virtual lab, aiming to increasing the level of interaction. The results show a satisfactory learning outcome by an easy to use and real 3D environment, a step forward to fill in needs of contemporary online sustainable learning demands.


2021 ◽  
Vol 22 (6) ◽  
pp. 2925
Author(s):  
Victor Häussling ◽  
Romina H Aspera-Werz ◽  
Helen Rinderknecht ◽  
Fabian Springer ◽  
Christian Arnscheidt ◽  
...  

A large British study, with almost 3000 patients, identified diabetes as main risk factor for delayed and nonunion fracture healing, the treatment of which causes large costs for the health system. In the past years, much progress has been made to treat common complications in diabetics. However, there is still a lack of advanced strategies to treat diabetic bone diseases. To develop such therapeutic strategies, mechanisms leading to massive bone alterations in diabetics have to be well understood. We herein describe an in vitro model displaying bone metabolism frequently observed in diabetics. The model is based on osteoblastic SaOS-2 cells, which in direct coculture, stimulate THP-1 cells to form osteoclasts. While in conventional 2D cocultures formation of mineralized matrix is decreased under pre-/diabetic conditions, formation of mineralized matrix is increased in 3D cocultures. Furthermore, we demonstrate a matrix stability of the 3D carrier that is decreased under pre-/diabetic conditions, resembling the in vivo situation in type 2 diabetics. In summary, our results show that a 3D environment is required in this in vitro model to mimic alterations in bone metabolism characteristic for pre-/diabetes. The ability to measure both osteoblast and osteoclast function, and their effect on mineralization and stability of the 3D carrier offers the possibility to use this model also for other purposes, e.g., drug screenings.


2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Meysam Siyah Mansoory ◽  
Mohammad Rasool Khazaei ◽  
Seyyed Mohsen Azizi ◽  
Elham Niromand

Abstract Background New approaches to e-learning and the use of virtual reality technology and serious game in medical education are on the rise. Therefore, the purpose of this study was to compare the effectiveness of lecture method and virtual reality-based serious gaming (VRBSG) method on students learning outcomes about the approach to coma. Methods We adopted a randomized trial method for this study and selected 50 medical students dividing them into experimental and control groups. Students’ learning outcome was measured with a 10-item test. Serious game usability scale was used to evaluate the usability of the serious game. Descriptive and inferential statistics were used for data analysis by SPSS-22 software. Results Students’ familiarity with e-learning and VRBSG was low. The mean usability of a VRBSG was 126.78 ± 10.34 out of 150. The majority of students were eager to be instructed through VRBSG. The mean score of learning outcomes in the experimental group was significantly higher than the control group (t = − 2.457, P = 0.019). Conclusion Students’ learning outcomes in the VRBSG group in the test approach to coma were significantly better than the lecture group. The usability of the serious game instruction method was high. Taken together, instruction through VRBSG had an effective role in medical students’ learning.


2012 ◽  
Vol 268-270 ◽  
pp. 845-850
Author(s):  
Gang Sun ◽  
Yuan Li ◽  
Jian Feng Yu ◽  
Jie Zhang ◽  
Liang Dong

Fixtures, tools, and other assembly resources have an important role in the assembly of complex products, so it is very necessary to consider the interactive relationship between the resources model and the product model for assembly order planning in 3D environment. Firstly, the features of assembly process planning involved resources are analyzed. Secondly, the concept of the assembly process intention(AsmPI) is introduced,and an assembly process can be divided into an AsmPI sequence. Thirdly, based on the graph theory, a resource-involved assembly process model is built up. At last, setting a typical structure as an example, the validity of this modeling method is verified.


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