International Journal of Gaming and Computer-Mediated Simulations
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Published By Igi Global

1942-3896, 1942-3888

Author(s):  
Peng Li

In today's society, computer technology has been deeply rooted in the hearts of people. Computers are wonderful tools for creative thinking. It is an extension of our visual function and the function of the visual cortex of the brain. Through this extension, we can see more scenes that we could not see before. As a computer simulation system that creates and feels virtual worlds, 3D digital virtual reality technology uses a computer as a media simulation or a real or imaginary scene. It is a system simulation of interactive 3D dynamic vision and entity behavior based on diversified information fusion. As the creator of visual arts, we must try to observe the world at a deeper level and establish a model that resonates with the viewer. At every level, our technology will convey the way we view the world more deeply. We will be more amazed at the richness of the real world. This chapter explores a visual art design method based on virtual reality.


Author(s):  
Zhou Wu ◽  
Jun Xiong

With the characteristics of low cost, high availability, and scalability, cloud computing has become a high demand platform in the field of information technology. Due to the dynamic and diversity of cloud computing system, the task and resource scheduling has become a challenging issue. This paper proposes a novel task scheduling algorithm of cloud computing based on particle swarm optimization. Firstly, the resource scheduling problem in cloud computing system is modeled, and the objective function of the task execution time is formulated. Then, the modified particle swarm optimization algorithm is introduced to schedule applications' tasks and enhance load balancing. It uses Copula function to explore the relation of the random parameters random numbers and defines the local attractor to avoid the fitness function to be trapped into local optimum. The simulation results show that the proposed resource scheduling and allocation model can effectively improve the resource utilization of cloud computing and greatly reduce the completion time of tasks.


Author(s):  
Wenrui Bao

With the rapid improvement of computer hardware capabilities and the reduction of cost, the quality of game pictures has made a qualitative breakthrough, which has reached or exceeded the picture effect of many dedicated virtual reality engines. On the basis of the design and implementation of the virtual reality 3D engine, the rendering queue management method is proposed to improve the frame rate. Based on the object-oriented design method, emitter regulator particle rendering mode, and traditional bone skin animation technology, the key structure technology in skeletal animation is analyzed, and the animation controller used to control animation playback and key structure interpolation operation is designed, which achieves the ideal animation effect. Finally, a prototype system based on engine is implemented.


Author(s):  
Ho Keat Leng ◽  
Ibrahim Mohamad Rozmand ◽  
Yu Hong Low ◽  
Yi Xian Philip Phua

Studies have shown that in-game advertisements can be effective. However, these studies typically examine single player scenarios. This study aimed to investigate the effects of social dynamics on brand awareness of in-game advertisements in sports video games. Two studies were conducted with soccer and basketball simulation games. In each study, participants were split into two groups where they either played against a computer-controlled opponent or against another player. For both studies, independent-samples t-tests were conducted to compare the recall rates between both groups. Both studies showed similar findings where respondents in the single player group reported higher recall and recognition rates when compared to respondents in the multi-player group. These findings suggest that the social environment can affect the effectiveness of in-game advertisements.


Author(s):  
Jeremy Riel ◽  
Kimberly A. Lawless

Educational simulations often require players to maintain a high degree of engagement for play in the simulation to continue. Student motivation and engagement is tied to affective factors, such as interest and self-efficacy. As such, game designs and teachers who implement them should promote student interest and self-efficacy in play. In this study, a responsive online professional development (ROPD) program was provided to teachers as they implemented a multi-classroom socio-scientific simulation game for middle school social studies classrooms called GlobalEd 2. A series of ANOVAs revealed that student affect toward the game and its content, including student interest and self-efficacy, was highest when their teachers likewise had a high degree of participation in the ROPD program. This evidence demonstrates the importance that ongoing implementation supports can have in classroom-based simulations and serious games and the benefits of ROPD in furthering the impact of simulation games.


Author(s):  
Iulian Radu ◽  
Chris Dede ◽  
Mohamed Raouf Seyam ◽  
Tianyi Feng ◽  
Michelle Chung

Through the design and exploratory evaluation of a narrative-based 360-video virtual reality experience, the authors aimed at building empathy in adults towards children who experience challenges in early literacy. This contributes to a limited literature on VR empathetic design by specifically studying caregivers in relation to reading difficulties and utilizing a low-cost immersive medium. This research performed a quasi-experimental pilot study following a pretest-posttest design with 27 participants, collecting measures such as participant empathy, anxiety, immersion, and emotional reactions. This paper explored changes in pre-post measures, correlations between variables, and possible explanations for the observed results. The VR experience increased positive caregiver attitudes towards struggling readers. Participants who reported a high degree of emotional reactions showed increased willingness to donate to help reading difficulties. Participants with teaching experience or with lower starting empathy scores were less likely to be affected.


Author(s):  
Stefan Weber ◽  
Fred W. Mast ◽  
David Weibel

Research suggests that immersion in computer games is beneficial for recovering from stress and improving mood. However, no study linked explicit measures of presence—individually experienced immersion—to mood enhancement. In the present experiment, immersion of a gaming activity was varied, and levels of presence and enjoyment were measured and connected to mood repair after a stress-induction. The participants (N = 77) played a game in virtual reality (VR; high immersion), on the desktop (medium immersion), or watched a recording of the game (low immersion). Positive emotions were enhanced in the high and medium, but not the low immersion condition. Presence was a significant predictor in the VR condition. Furthermore, an explanatory mediation analysis showed that enjoyment mediated the effect of presence on mood repair. These findings demonstrate positive effects of presence experiences in gaming. Strong presence in VR seems especially helpful for enhancing mood and building up positive emotional resources.


Author(s):  
Ting Zhou ◽  
Christian S. Loh

Studies suggest that serious games are useful tools for disaster preparedness training, but few have examined if instructional factors differentially affect the learning outcomes. This study investigated the effects of players' gaming frequency, prior knowledge, and in-game guidance received on their declarative and procedural knowledge in a disaster preparedness serious game. Findings showed that gaming frequency was not a significant predictor for learning outcomes. By contrast, players' prior knowledge, the types of in-game guidance received, and the interaction between the two were all significant predictors for the acquisition of declarative knowledge and development of procedural knowledge. The interaction term revealed a moderator effect, indicating that the relationship between a player's prior knowledge and learning outcomes was affected by the type of in-game (full or partial) guidance received.


Author(s):  
A. H. Buhammood ◽  
Henry Abanda ◽  
Peter Garstecki ◽  
M. B. Manjia ◽  
Chrispin Pettang ◽  
...  

Interactions and collaboration between parties in construction projects are often characterised by misunderstandings and poor information exchange. Game engine technologies, when employed with building information modelling (BIM), can help address these shortcomings. Quite often, the visualisation capabilities of BIM models are not explored fully partly because of their limited interactive capability. While game engines are powerful in visualisation and interactions in the gaming industry, the literature suggests a lack of understanding of the applicability of the same in construction. This study investigates the potential of the use of game engines in construction practice which culminated in a framework that can guide the implementation of the same in enhancing interactive building walkthroughs.


Author(s):  
Ilker Soyturk ◽  
Enrico Gandolfi ◽  
Richard E. Ferdig

This article introduces a new instrument called the game communities of inquiry scale (GCoIS). It was inspired by the community of inquiry framework and its related questionnaires. The purpose of the scale is to explore game communities from an educational perspective. It was validated with 1,275 players inhabiting digital outlets like Twitch.tv, Reddit, and Discord. Exploratory and confirmatory factor analyses were completed, leading to a final scale composed of 14 items subdivided in three subscales: 1) community attractiveness, 2) community receptiveness, and 3) community cognition. The paper describes the development and testing of the instrument. It concludes with implications for scholars and practitioners who can employ this instrument for understanding game communities and their traits.


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