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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 Games
Packman: Past and Present
Now packman is used in AI
research to test algorithm strength
in a finite environment
Packman for Apple II
Packman Arcade
Science Fiction becomes Reality
Science Fiction is influenced and
influences our reality
especially in the area of Games,
Serious Games and Gamification
Science Fiction & Reality
Science 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
VR
Brain 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.
Learning
Environments
Learning EnvironmentsLearning Environments
Edutainment
– 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 learn
ENGAGE learn
Learning EnvironmentsLearning Environments
Serious 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 GamesSerious 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 games
Bruner (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 Model
Kolb 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 Model
Brumer (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 variousSerious 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 Environments
Visualization Hardware
– 2D screen (PDA, 15”, .., Cinema)
– 3D solution
Virtual Learning EnvironmentsVirtual Learning Environments
Interaction 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
Creative
Media
OUTPUT
Active
interactions
(actor,
creator)
Virtual
Reality
Passive
spectator
TV,
3D graphics
in films
2D
VISUALIZATION
HARWARE
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. Romano
A 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
AIMS
To 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).
STUDIES
Can 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 Training
Ahmed BinSubaih
Steve Maddock
Daniela 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 Scenario
Crash 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.)
Results
Performance 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.
N
o
r
t
h
W
e
s
t S
o
u
t
h
E
a
s
t
8
9
9
0
Al-Riga Road
60
K
M
/H
Glass
5
m
10
m
25
m
28
m
P
e
t
r
o
l
Dodg
e
O
il
T
a
x
i
Department of
Computer Science
Two groups(3+3)of Dubai Police Officers solved the incident, 2x 2 design (tabletop first, than CVE and vice versa)
Server/Host
Virtual
Environment
Actor 2
Actor 1
Trainee
Virtual
Environment
Virtual
Environment
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 Simulator
EPSRC, DAAT
Build 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 data
ACORN classification of residential neighbourhood
Half-life game engine / Bespoken solution
EPSRC, DAAT
Build 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 Learning
Dialogue 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 Learning
Dialogue and Animation generation system for teaching British
politeness to non-British English speakers
Architecture
• videos
D.Romano@sheffield.ac.uk
THANK YOU
Daniela M. RomanoDaniela M. Romano

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4. Serious Games: an Introduction

  • 1. www.dcs.shef.ac.uk/~daniela/publications.html Serious Games & Virtual Environments for Education and Entertainment Daniela M. RomanoDaniela M. Romano
  • 2. ContentContent • Serious Games Definition and Concepts • Virtual Reality Technology & Games • AI & Games • Believable Synthetic Characters • Natural Interfaces Interfaces
  • 3. 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
  • 4. 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
  • 5. 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
  • 6. History of Computer Games Pong: Past and Present Brain Computer Interface PongPong original game
  • 7. History of Computer Games Packman: Past and Present Now packman is used in AI research to test algorithm strength in a finite environment Packman for Apple II Packman Arcade
  • 8. Science Fiction becomes Reality Science Fiction is influenced and influences our reality especially in the area of Games, Serious Games and Gamification
  • 9. Science Fiction & Reality Science 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 VR Brain Computer Interface 3D Graphics and VR 3D Graphics and VR ABM & 3D graohics
  • 10. The Serious Games Convergence
  • 11. The Serious Games Convergence
  • 12. Serious Games are simulations that use entertaining and engaging aspects of computer games with the aim to engage the users with an educational content. Learning Environments
  • 13. Learning EnvironmentsLearning Environments Edutainment – 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 learn ENGAGE learn
  • 14. Learning EnvironmentsLearning Environments Serious 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
  • 15. Serious GamesSerious Games Pedagogical ModelPedagogical Model
  • 16. 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
  • 17.
  • 18. Why learn with a serious gamesWhy learn with a serious games Bruner (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).
  • 19. Serious Games Pedagogical ModelSerious Games Pedagogical Model Kolb 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?
  • 20. Serious Games Pedagogical ModelSerious Games Pedagogical Model Brumer (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 .... )
  • 21.
  • 23.
  • 24.
  • 25. Serious games have variousSerious games have various shapes and formsshapes and forms
  • 26. Virtual Learning EnvironmentsVirtual Learning Environments Development Platforms –Bespoken 2D graphics –Bespoken 3D graphics –Game engine
  • 27. Virtual Learning EnvironmentsVirtual Learning Environments Visualization Hardware – 2D screen (PDA, 15”, .., Cinema) – 3D solution
  • 28. Virtual Learning EnvironmentsVirtual Learning Environments Interaction Devices – Pointer metaphor • Mouse & Keyboards • Gamepad / game hardware – Intuitive/ natural 20/30 cm
  • 29. Difference between films, 3D graphics, and VRDifference between films, 3D graphics, and VR Creative Media OUTPUT Active interactions (actor, creator) Virtual Reality Passive spectator TV, 3D graphics in films 2D VISUALIZATION HARWARE or Images & sound 3D 2D 3D 2D INTERACTION Pre- Rendered, Pre-defined, Video Rendered at run time, (un)limited possibilities
  • 30. Example of Serious GamesExample of Serious Games
  • 31. 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
  • 33. A. BinSubaih, S. Maddock and D.M. Romano A 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 AIMS To 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). STUDIES Can 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
  • 34. Tabletop vs CVE Police TrainingTabletop vs CVE Police Training Ahmed BinSubaih Steve Maddock Daniela 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 Scenario Crash 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.) Results Performance 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. N o r t h W e s t S o u t h E a s t 8 9 9 0 Al-Riga Road 60 K M /H Glass 5 m 10 m 25 m 28 m P e t r o l Dodg e O il T a x i Department of Computer Science Two groups(3+3)of Dubai Police Officers solved the incident, 2x 2 design (tabletop first, than CVE and vice versa) Server/Host Virtual Environment Actor 2 Actor 1 Trainee Virtual Environment Virtual Environment CR Operator
  • 35. 3D Game Consol Serious Game:3D Game Consol Serious Game: Interactive Trauma Trainer 2004 DTI BLITZ games – game engine
  • 37. Drug Market SimulatorDrug Market Simulator EPSRC, DAAT Build a training environment for the Drug Alcohol Abuse Teams to rehearse interventions
  • 38. Drug Market SimulatorDrug Market Simulator 2006 2D map into 3D world – ordinance survey data ACORN classification of residential neighbourhood Half-life game engine / Bespoken solution EPSRC, DAAT Build a training environment for Drug Alcohol Abuse Teams
  • 39. 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)
  • 40. GPU FLAMEGPU FLAME • Agent-Based Modelling with emergent behaviour on the GPU • Enhanced version of the Agent Framework FLAME
  • 41. POLLy – POliteness in Language LearningPOLLy – POliteness in Language Learning Dialogue and Animation generation system for teaching British politeness to non-British English speakers Swati Gupta, Marilyn Walker, Daniela Romano
  • 42. POLLy – POliteness in Language LearningPOLLy – POliteness in Language Learning Dialogue and Animation generation system for teaching British politeness to non-British English speakers Architecture

Editor's Notes

  1. Games can be defined as playful activities, with or without a computer, that have some essential characteristics (Dempsey, etal., 1996).