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Simulation VR and AR applications for Serious Games
Transcript of Simulation VR and AR applications for Serious Games
Interactive systems can be defined as the class of systems whose operations involve a significant degree of user interaction.
Common media for interaction include the keyboard, voice recognition, video, touch screen, mouse, etc.
Virtual Reality VR
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. The sense data is fed by some system to our brain.
Augmented Reality is a technology that superimposes a computer-generated image, video or 3D model on a user’s view of the real world. Augmented Reality employs device cameras or sensors to map and identify the external environment.
Head mounted display or HMD
The sensors that keep up with the movement of the user's head and move the images being displayed so that they match the position of the head.
Natural User Interface NUI
A natural user interface (NUI) is a system for human-computer interaction that the user operates through intuitive actions related to natural, everyday human behavior.
A NUI may be operated in a number of different ways, depending on the purpose and user requirements. Some NUIs rely on intermediary devices for interaction but more advanced NUIs are either invisible to the user or so unobtrusive that they quickly seem invisible.
Field of view (FOV)
Field of view is the angle of degrees in a visual field.
If you've ever tried a VR experience and noticed that when you turn your head, the visuals don't quite keep up, that's latency.
Simulator sickness is a conflict of sorts between what your brain and body think they're doing.
The refresh rate is how fast those images get updated.
It's tactile feedback. In VR, that would mean users feeling like they're touching something that's not really there.
If virtual reality strives to takes users and immerse them in new environments, presence is what's achieved when that happens. Plain and simple, users feel like they're there, wherever "there" is.
This term refers to a type of app that aims to create a shared VR space where users can interact with each other and even participate in activities.
It is made of real images. cinematic VR uses cameras, whether rigs made of mounted GoPros or actual 360 cameras.
It is less immersive and typically keeps the viewer in a fixed point surrounded by roughly 360 degrees of video.
Stitching is the process of taking footage from different cameras, like GoPro cameras that have been used in a 360 camera mount, and combining that footage into spherical video. The process usually involves reorienting video, placing seams, and generally editing it so that it looks like one continuous view, rather than a patchwork of angles.
Sony's PlayStation VR
Samsung Gear VR
An image or graphic superimposed over an Image Target
AR Video Playback
A video anchored in 3D space (typically superimposed on an Image Target) while maintaining the view of the physical environment as opposed to full screen playback.
Chroma Key Video
It is defined as video shot on a unique, brightly colored background (often called a “green screen”). Best practices in video production recommend using green or blue colored backgrounds for the best results. This technique allows the video editor to remove the brightly colored areas in the footage and replace those regions with transparent pixels. This technique is often used in weather broadcasts on local television news.
Allows you to launch the AR experience with an Image Target in the camera’s view persist the experience even when you’re not tracking the image. This is particularly useful for visualizing large or complex objects that may be larger than the Image Target.
Tappable spots within the AR experience that reveal more content or options. Hotspots can be animated and are often shown as a glowing orb.
The image recognized by the App, which launches the AR experience. Images with high contrast and unique features with sharp edges are key pillars in supporting image recognition.
Augmented Reality that maps the physical environment real-time. Often uses a smartphone camera and sensors to position a virtual object in a room without the need for Image Targets.
Automatic Virtual Environment
A virtual environment in which the person is fully immersed within it.
Semi-immersive virtual reality
The viewer becomes partly but not fully immersed in this environment.
Semi-immersive virtual reality is a relatively new development in the world of VR technology. It has a few advantages over fully immersive systems such as a CAVE system which includes cost, ease of use and logistics. But it has its disadvantages as well which include limited range of interaction devices and problems with multi-user applications.
desktop computer systems
It uses a normal display such as laptop or smartphone screen.
Virtual and Augmented Reality
Unity 3D is a cross platform game engine developed by Unity Technologies. It is used to develop video games for web plugins, desktop platforms, consoles and mobile devices.
Game development platform, supporting VR.
supports multiple VR hardware solutions
NVIDIA developer platform
Open Source Virtual Reality standard being developed with hardware maker Razer. OSVR plans to be the unifying for a variety of VR hardware makers
Open Source software for shared Virtual Reality
From Mozilla, enabling you to create Virtual Websites
3D Modeling Program
3D Models from repositories
Doownload existing 3D Models from repositories such as:
Unity Asset Store
A simple button made of conductive foil that works as a finger touch.
Vuforia is a software platform that uses top-notch, consistent, and technically resourceful computer vision-based image recognition and offers a wide set of features and capabilities.
The ‘unlimited AR’ platform for hosted, downloadable content. Visual Commerce apps are typically developed as a sales support tool, virtual product trial, with the option to purchase. The V-Commerce™ platform is intended for AR apps that will be expanded on over time, adding new content or experiences.
A video with features, such as hotspots, that call for the user to interact with the video
Games which the main purpose is not the entertainment, but instead, promote learning and behavior changes in various areas, such business, industry, marketing, education and healthcare; they are designed to solve problems in several areas and involve challenges and rewards, using the entertainment and engagement components provided when user is playing games.
Touch screen interfaces let users interact with controls and applications more intuitively than a cursor-based interface because it is more direct – instead of moving a cursor to select a file and clicking to open it, for example, the user touches a graphic representation of the file to open it.
Gesture recognition systems track user motions and translate those movements to instructions. Nintendo Wii and PlayStation Move motion gaming systems work through controller-based accelerometers and gyroscopes to sense tilting, rotation and acceleration. A more intuitive type of NUI is outfitted with a camera and software in the device that recognizes specific gestures and translates them to actions.
Speech recognition allows users to interact with a system through spoken commands. The system identifies spoken words and phrases and converts them to a machine-readable format for interaction.
Microsoft’s Kinect, for example, is a motion sensor for the Xbox 360 gaming console that allows users to interact through body motions, gestures and spoken commands. Kinect recognizes individual players’ bodies and voices. Gesture recognition can also be used to interact with computers.
Brain-machine interfaces read neural signals and use programs to translate those signals into action. BCI can make it possible for someone who is paralyzed to operate a computer, motorized wheelchair or prosthetic limb through thought alone.
Immersion is a term used to describe the sensation of being inside a particular environment or world, for example, a three dimensional world. The aim is for complete interaction in this world which allows the person to explore and use their imagination.
Open Source VR
See-through holographic high-definition lenses use an advanced optical projection system, generating multi-dimensional full-color images with very low latency so you can see holograms in your world.
Benefits of Serious Games for Learning
Immerses the learner—creates “flow”—losing yourself in the learning
Cutting-edge way of learning
• Instruction built into gameplay
• Intuitive navigation
• Auto-assessment and feedback
Pushes learners outside of their comfort zone–easier to change behavior
Safe practice field
Scalable and therefore cost-effective
Transfer of concepts to workplace situations
Kinect Virtual Fashion
More projects ...
Natural User Interface
Natural User Interface (NUI) - remote-sensing devices that allow image, gesture and speech recognition in various configurations, to be used without the player touching any hardware interface.
Stigma-Stop a serious game against the stigma in mental disorders
In this work a serious games is presented to sensitize young people against stigma in mental health. This is a video game developed by a multidisciplinary team (computer scientists, psychologists, psychiatrists and educators) where the characters have different mental disorders. The video game provides different information about what is mental illness, while the player can interact with the characters in different ways, indicating which of them are the most appropriate. It also includes various ”short-games” to eradicate stigma. It is a serious games, which will be available free, for teenagers or college students and young that can be used both independently and as part of other existing programs in schools against stigma to mental disorders.
Virtual Environment for the Training of the Hands in Minimally Invasive Thoracic Surgery
The hand and eye coordination of the surgeon is one of the most important factor minimally invasive thoracic surgery. Virtual Simulation is a powerful training tool in surgery. At present, the main problems of the learning process are to reduce the learning time and to improve specific skills by the simulation. There are different options to perform tests: working with animals, with artificial tissues to simulate the pressure, and even simulators through joystick. The main disadvantage is the high cost of this systems and the complexity to replicate the situation during a real operations. In this paper, a virtual reality system is presented. This system allows to reduce the learning time and to improve the hand and eye coodination of the surgeon. Moreover, it is a low cost, portable and easy-to-use solution for future surgeons.
EVEMEH: A new virtual task to evaluate human place learning. Neuroscience Group (UAL) + Applied Computing Group (UAL)
MII-SCHOOL: A 3D Videogame for the Early Detection of Abuse Of Substances, Bullying, And Mental Disorders in Adolescents.
Psychology Group (UAL) + Applied Computing Group (UAL)
UI in the 3D space instead of overlaying it to the camera
Elements that belongs to the game and show information or are interactable.
José Antonio Piedra Fernández
Applied Computing Group
Universidad de Almería
HD camera, an infrared camera, and an infrared laser projector—to measure depth and enable the computer to read facial expressions and gestures and swap out backgrounds.
The award winning EMOTIV Epoc+ is a 14 channel wireless EEG (electroencephalogram), designed for contextualized research and advanced brain computer interface (BCI) applications. The EPOC+ provides access to dense array, high quality, raw EEG data using our subscription based software, Pure•EEG.
AmblioOK - serious game
AmbliOk is a serious game for treating amblyopia (lazy eye ) in which the patient improves using it in small sessions of 15 minutes a day . The patient must use the Oculus Rift to view the information that is presented to each eye and Leap motion to interact with the game .
Web Design Trends 2016 VR/AR Web
Education and Training
Games can be used to further the learning process of players. The young population today spends countless hours glued to video games and this presents an opportunity in education and training. In New York City, Quest to Learn is a middle school program that is based solely on a game-based learning method where students are allowed to learn by playing and designing games.
There are serious games as well which allow the user to be physically active and averting a sedentary lifestyle. For instance, a mobile game called Heartlands lets players ambulate in a space of their choice while tethered to a wearable heart-rate monitor which is automatically recorded through a pocket PC with GPS programmed with the the mobile game.
In order to promote a brand, product, or service, serious games can be used to advertise these as seen in soda giants like Pepsi and 7up.
Real-time and interactive scenarios are now possible through the serious gaming industry and provide information and education to the user. Commercial cultural heritage games include the likes of Arxel Tribe’s Pilgrim Faith as a Weapon.
In an effort to improve interpersonal communication highlighting its importance, serious games have made it possible for players to further their skills in communication. The Enhanced Learning Environments with Creative Technologies for Bilateral negotiations is one example of a serious gaming console in the field of interpersonal communication that focuses on comprehension and execution of two-sided conclaves in a cultural environment.
Biomedical and Health Care
The goal for serious games in this sector is to help users monitor their health, detect and treat ailments, learn therapeutic and preventive means, and know the processes involved in rehabilitation. The Home Automated Telemanagement (HAT) system is an ideal example of a serious gaming simulation geared towards healthcare that is intended to help patients with congestive heart failure through a Nintendo Wii console.
Areas of Application of Serious Games
Specific fields of development of serious gaming:
The executive director of Serious Games Association, Sue Bohle recently announced that the market of serious gaming has increased from $2-billion to $10 billion in what has appeared to be a sure but steady pace. Simulations intended for education and training are on the rise as revealed by Ambient Insight Research and Interpret.
Growth in the Serious Games Industry
Ambient Insight report shows that mobile education games are outselling non-mobile games whether it be PC, web or console. From 2011 to 2016, China remained to be the to buying country in this industry. Furthermore, a spike of 29.1 percent in Latin America sales rate is conspicuous followed by Eastern Europe and Africa.
In the Research Field
The serious games industry have grown over the years as well and only shows a promising growth even more in the near future. This is largely due to the lessening stigma of gaming in society as learning outcomes brandish a new light thanks to games-based learning methodology where students are seen to respond positively according to a research conducted by Interpret.
In the Industry
The following are the characteristics that define a serious game:
The presence of either physical, physiological, or mental activity exerted by players.
The use of the right sensual modalities such as ocular, auricular, and tactile.
The existence of several ways players can experience or play the game
The appropriate environment in which the players interact with the game.
The correct application area of the game.
Aspects Employed in Serious Games
Tech Trends 2016 AR and VR
The top 7 Trends of Apps 2015
Gamification Vs Game based Learning Vs Serious Games Vs Games