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This presentation introduces the viewer to the concept of serious games, the pro and cons, and presents some examples.
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www.dcs.shef.ac.uk/~daniela/publications.html
Serious Games & Virtual Environments for
Education and Entertainment
Daniela M. RomanoDaniela M. Romano
ContentContent
• Serious Games Definition and Concepts
• Virtual Reality Technology & Games
• AI & Games
• Believable Synthetic Characters
• Natural Interfaces Interfaces
GameGame
Playful*, Goal Driven Activity (with or without a computer)
Aspects:• Rules • Challenges• Choices • Competition & Goals • Fantasy & Engaging aspects
*lively and full of fun => Engaging
Benefits of Playing GamesBenefits of Playing Games• Whatever the content there are
benefits associated with video games playing.
• Research has shown improvements in mood, reductions in stress, and feelings of competence and autonomy, with positive impact on wellbeing
• Playing with others have revealed benefits in terms of social wellbeing and feelings of relatedness
• Co-operative video game play is associated with increased brain activity
Read more: http://www.smh.com.au/comment/the-brain-gain-why-video-games-can-make-people-happy-20131008-2v63o.html#ixzz2tl7HucBU
History of Computer Games
Computer Games have outgrown from computer research in fields such as:•Artificial Intelligence•Virtual Reality
Early arcade video games
(1971–1977)
Pong was the first arcade video game with widespread success
History of Computer Games
Pong: Past and Present
Brain Computer Interface PongPong original game
History of Computer GamesPackman: Past and Present
Now packman is used in AI research to test algorithm strength in a finite environment
Packman for Apple IIPackman Arcade
Science Fiction becomes RealityScience Fiction is influenced and influences our reality especially in the area of Games, Serious Games and Gamification
Science Fiction & RealityScience Fiction is influenced by Research advancements …… and in turn influences our reality especially in the area of Games, Serious Games and Gamification
ROBOTICSAI & Emotion
3D Graphics VRBrain Computer Interface
3D Graphics and VR
3D Graphics and VR
ABM & 3D graohics
The Serious Games Convergence
The Serious Games Convergence
Serious Games are simulations that use
entertaining and engaging aspects
of computer games with the aim to engage the users with
an educational content.
LearningEnvironments
Learning EnvironmentsLearning EnvironmentsEdutainment
– The fun is separated from the learning– Chocolate-covered broccoli (Jacob Hobgood, Sumo Digital)
– The user has fun and engages with the environment, learns,
has fun, engage, learns, ....
FUNFUN
ENGAGE learnENGAGE learn
Learning EnvironmentsLearning EnvironmentsSerious Game
– The fun is embedded in the learning activity, within the ‘gameplay’
– No apparent linear sequence and possibilities are unlimited (or at least the limitations are not apparent to the gamer)
– The user has fun while engaging in the activity of learning
– One learns though experience– The learner is an actor, s/he constructs
her/is own experience and acquisition of knowledge vs passive learning
FUN
ENGAGE learn
experience
Serious Games Serious Games Pedagogical ModelPedagogical Model
Why learn with a serious game?Why learn with a serious game?• Our present economic era is
referred as
Information or Digital Age to indicate the shift from the production of physical goods towards
the production and manipulation of information
• Second economic revolution
• The pedagogical model of the information age has to address the same shift
Why learn with a serious gamesWhy learn with a serious gamesBruner (1996) • Different models of the mind have been developer which have
shaped our pedagogical one
• Imitative learners - need to acquired the ‘know-how’ (e.g. artisan)
• Pupils learning from didactic exposure, a ‘tabula rasa’ to be imprinted, a passive receptacle of knowledge (e.g.TV watcher)
• Pupils are thinker in need of constructing their own model of the world, exchanging understanding trough discourse and collaboration with educators and peers, manipulating beliefs about the world and other his/her metacognitive skills (Piaget, proximal development idea). (e.g. Group work, classroom discussions) (Social learning & reasoning in a community of practice, networked learning).
Serious Games Pedagogical ModelSerious Games Pedagogical ModelKolb learning wheel • Learning trough experience and reflection (ARTISAN)
Chancley• Situated learning in a community of practice (GROUP
LEARNING IN CONTEXT)
Is this all it happens?
Serious Games Pedagogical ModelSerious Games Pedagogical ModelBrumer (1996)• New pedagogical model• Pupils grasp the distinction between:
– Personal knowledge and ‘what is to be known’ by culture
(normal teen-ager attitude as critical thinker)
• Pupils begin to understand how evidences are used to check beliefs, they form beliefs about beliefs, or hypothesis, that become a proven theory or a body of facts
• Learners are actors constructing their own knowledge
MOTIVATION for learning => they enjoy what they do
• They learn following their own interest• They search, access and produce their own material
(e.g. Google, U-tube, blogs, Wikipedia, etc.)• (e.g. Fail school, but extremely competent in game technology, communication
technology & Second life playing .... )
Blended Learning
Serious games have various Serious games have various shapes and formsshapes and forms
Virtual Learning EnvironmentsVirtual Learning Environments
Development Platforms– Bespoken 2D graphics
– Bespoken 3D graphics
– Game engine
Virtual Learning EnvironmentsVirtual Learning EnvironmentsVisualization Hardware
– 2D screen (PDA, 15”, .., Cinema)– 3D solution
Virtual Learning EnvironmentsVirtual Learning EnvironmentsInteraction Devices
– Pointer metaphor• Mouse & Keyboards• Gamepad / game hardware
– Intuitive/ natural
20/30 cm
Difference between films, 3D graphics, and VRDifference between films, 3D graphics, and VR
CreativeMedia
OUTPUT
Active interactions (actor, creator)Virtual Reality
Passive spectatorTV, 3D graphics in films
2D
VISUALIZATIONHARWARE
or
Images &sound
3D
2D
3D
2D
INTERACTION
Pre-Rendered,
Pre-defined, Video
Rendered at run time,
(un)limited possibilities
Example of Serious GamesExample of Serious Games
2D Desktop Serious Game: 2D Desktop Serious Game: T’rrific tales
• Learning Environment for Creative Writing for infants• To study the interaction between the human and the digital and the effect on
- teacher time,- classroom context and learning 2000
Agent Based Football Training
A. BinSubaih, S. Maddock and D.M. RomanoA collaborative domain independent platform to is used to train a police officer to deal with road accident in virtual environments. Desktop and Fully immersive solution, game platform independented (e.g. Torque)
3D Game Desktop/Immersive Serious Game:3D Game Desktop/Immersive Serious Game:DICE
Domain Independent Collaborative training Environment
AIMSTo develop a flexible collaborative
training environment that can be used to train police academy students in
different situations
PROPOSED SOLUTION A training environment has been built
that is domain independent.The logic of the scenario is also
independent from the virtual environments used and can be entered
by non programmers.The simulation can run using any of the game engine available (low cost & high
quality graphic).
STUDIESCan such environment replace on-site
training?Can it be integrated within the police
academy course material?Is there a transfer of knowledge
between virtual training and real life accidents?
Sponsored by Dubai Police
2004-2007
Tabletop vs CVE Police TrainingTabletop vs CVE Police TrainingAhmed BinSubaihSteve MaddockDaniela Romano
Current Training Dubai police force currently trains its accident investigators using theory (taught courses) followed by practice (on-the-job training)Issues:• A large gap exists between the theoretical and practical training• Current on-the-job practical training is not sufficient to bridge that gap
On-Site Training Accident ScenarioCrash between two vehicles; one severely injured passenger; no injuries to the drivers; both vehicles have leaked hazardous material at the scene. Roles (4 people collaborating):• Investigator (Attend emergency & establish faults)• Two drivers (Explain to the investigator what happened, answering any questions)• Control room operator (Provide resources)
CVE• CVE = three desktop machines networked together, reproducing the accident scene.
• On each desktop the users were equipped with a headset for free-speech communication with the others.
• The users use the joystick/mouse/keyboard to navigate the CVE.
• Users were represented by avatars in the environment.
Tabletop• A 2D map of the accident scenario• Movable stickers to represent: drivers, injured
person and vehicles.
• Two actors played the role of the drivers, sat across the table from the Police Officers
• The operator moved the stickers representing the resources as requested (i.e. ambulance, the towing-trucks, additional assistance, etc.)
ResultsPerformance measured: Time & No. of tasks completed.
Trainee improved task performance and time of the second run in both environments.
Performance below half of the mark that can be achieved => current training inadequate => further training needed in practical form.
Better spatial awareness related tasks for CVE subjects.
Better overall performance of the group that performed tabletop first and then CVE.
Subjects’ comments favoured the CVE method.
North
West S
outh
East
89
90
Al-Riga Road
60 KM/H
Glass5 m
10 m
25 m28 m
Petrol
Dodge
Oil
Taxi
Department ofComputer Science
Two groups(3+3)of Dubai Police Officers solved the incident, 2x 2 design (tabletop first, than CVE and vice versa)
Server/Host
VirtualEnvironment
Actor 2
Actor 1
Trainee
VirtualEnvironment
VirtualEnvironment
CR Operator
3D Game Consol Serious Game:3D Game Consol Serious Game:Interactive Trauma Trainer
2004
DTI
BLITZ games – game engine
Surf Simulator
Drug Market SimulatorDrug Market SimulatorEPSRC, DAATBuild a training environment for the Drug Alcohol Abuse Teams to rehearse interventions
Drug Market SimulatorDrug Market Simulator
2006
2D map into 3D world – ordinance survey dataACORN classification of residential neighbourhoodHalf-life game engine / Bespoken solution
EPSRC, DAATBuild a training environment for Drug Alcohol Abuse Teams
Automatic Construction of a CityAutomatic Construction of a City A row of Terrace houses in Sheffield automatically reconstructed from GIS data (above) and the real street (below)
GPU FLAMEGPU FLAME• Agent-Based Modelling with emergent behaviour on the GPU• Enhanced version of the Agent Framework FLAME
POLLy – POliteness in Language LearningPOLLy – POliteness in Language LearningDialogue and Animation generation system for teaching British
politeness to non-British English speakers Swati Gupta, Marilyn Walker, Daniela Romano
POLLy – POliteness in Language LearningPOLLy – POliteness in Language LearningDialogue and Animation generation system for teaching British
politeness to non-British English speakers
Architecture
• videos