Current Issue : April - June Volume : 2015 Issue Number : 2 Articles : 5 Articles
Serious games are growing rapidly as a gaming industry as well as a field of academic research.There are many surveys in the field\nof digital serious games; however, most surveys are specific to a particular area such as education or health. So far, there has been\nlittle work done to survey digital serious games in general, which is the main goal of this paper. Hence, we discuss relevant work\non serious games in different application areas including education, well-being, advertisement, cultural heritage, interpersonal\ncommunication, and health care.We also propose a taxonomy for digital serious games, and we suggest a classification of reviewed\nserious games applications fromthe literature against the defined taxonomy. Finally, the paper provides guidelines, drawn fromthe\nliterature, for the design and development of successful serious games, as well as discussing research perspectives in this domain....
Evaluation is an important step in the life cycle of software, once through this practice it is possible to find issues that could\ncompromise the user experience. With educational computer games, the same rule is applied. The use of educational games is\nincreasing, and it is important to verify these tools to provide users with the most adequate learning environments. This verification\ncan be made through the evaluation of multiple aspects of these tools. This work presents a literature review about evaluation of\nmultiple aspects of software, followed by a more specific review focused on multiple aspects of educational computer games.Then, a\ncase study is presented, in which an evaluation method is applied with an educational computer game, aiming to verify the positives\nand the issues to be improved in the game. The reviews and the description of the process to use the method intend to help and\nguide other researchers to choose evaluation methods that can fit their own context and needs....
Realistic rendering of foggy scene is important in game development and virtual reality. Traditional methods have many parameters\nto control or require a long time to compute, and they are usually limited to depicting a homogeneous fog without considering the\nfoggy scene with heterogeneous fog. In this paper, a new rendering method based on trans mission map estimation is proposed.We\nfirst generate perlin noise image as the density distribution texture of heterogeneous fog. Then we estimate the transmission map\nusing the Markov random field (MRF) model and the bilateral filter. Finally, virtual foggy scene is realistically rendered with the\ngenerated perlin noise image and the transmission map according to the atmospheric scattering model. Experimental results show\nthat the rendered results of our approach are quite satisfactory....
Dementia is a serious, progressive, and often debilitating illness with no known cure, having a severe adverse effect on memory,\nbehaviour, reasoning, and communication. A comprehensive review of current refereed research material in the use of games in\nthis area is scarce and suffers from being orientated towards commercially available games or derivatives such as ââ?¬Å?Dr. Kawashimaââ?¬â?¢s\nbrain training.ââ?¬ÂThere is much lesser concern for bespoke research grade alternatives. This review will attempt to assess the current\nstate of the art in research orientated games for dementia, importantly identifying systems capable of prediction before the onset\nof the disease. It can be ascertained from the literature reviewed that there are clearly a large number of interactive computer\ngame based mechanisms used for dementia. However, these are each highly intrusive in terms of affecting normal living and the\npatient is aware of being tested; furthermore their long-term or real benefits are unknown as is their effect over conventional\ntests. It is important to predict cognitive impairment at a stage early enough to maximise benefit from treatment and therapeutic\nintervention. Considering the availability, use, and increasing power of modern mobile smartphones, it is logically plausible to\nexplore this platform for dementia healthcare....
Simulating large amounts of water in real time is often achieved using heightfield methods. Allowing the water to interact with\nrigid bodies is essential for applications such as games, but traditional heightfield interaction methods concentrate on water-tobody\neffects by letting water flow through the bodies. We instead take an approach where the bodies block water. Our earlier\nmethod is improved in several ways, taking steps toward a single method to create both water-to-body and body-to-water effects.\nThe new method is also visually compared to a traditional method byTh�¨urey et al. A drawback of our method is that it has some\ngrid aliasing artifacts that appear especially when the method is used for floating bodies. However, our method is demonstrated to\nwork together with theTh�¨urey method, which allows us to get the best of both worlds to simulate both floating and blocking bodies\nin a single scene.The method runs in real time for large areas of water even with a very limited GPU budget....
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