This presentation shows the newest games developed or under development by imaginary to target ehealth, patients' empowerment, and a way to address the challenge health needs to face today within an ageing society.
imaginary: Serious Games and Gamification imaginary srl
Milan based Imaginary are one of the longest established and most respected European Serious Games companies. Since its formation in 2004, Imaginary has built an enviable reputation for its multi-disciplinary specialisation in the rapidly growing serious games and gamification market place. Imaginary has been a pioneering and innovative company playing a key role in European Research.
The key strengths of its multi-disciplinary team are creativity and innovation backed by solid technical competence and an understanding of the commercial potential of serious games and gamification in its 3 main chosen development areas – eHealth and Care, Training and Education, Smart Cities and Communities where the transformational impact of these technologies and applications is now widely acknowledged.
imaginary: creative serious games and gamificationLucia Pannese
imaginary company presentation with 10 years of gamification and serious games based interactive experiences for training, learning and development, marketing and communication, ehealth, smart cities and societies, tourism: from concept to technology, storytelling and design. imaginary produce digital interactive technologies that collect and communicate data, share knowledge, change behaviour, raise awareness, train and assess staff and provide competitive advantage.
imaginary: serious games and gamificationimaginary srl
Milan based Imaginary are one of the longest established and most respected European Serious Games companies. Since its formation in 2004, Imaginary has built an enviable reputation for its multi-disciplinary specialisation in the rapidly growing serious games and gamification market place. Imaginary has been a pioneering and innovative company playing a key role in European Research.
The key strengths of its multi-disciplinary team are creativity and innovation backed by solid technical competence and an understanding of the commercial potential of serious games and gamification in its 3 main chosen development areas – eHealth, Smart Cities and training where the transformational impact of these technologies and applications is now widely acknowledged.
MillenniumHospital is an interactive 3D virtual hospital game that allows surgeons to access medical education lessons and learn collaboratively with peers.
Rescue League is a virtual hospital simulation game designed to train emergency volunteers for stressful situations through procedural scenarios and feedback from a virtual tutor. 70% of volunteers who tested the game said it helped them better understand work procedures.
iSpectrum is a serious game with workplace scenarios aimed at improving social skills for people with autism spectrum disorders and their families. Trainers and users said it was useful for preparing for jobs and understanding how offices work.
Augmented reality combines real-world elements with computer-generated data, interacting in real-time. It can be implemented using devices like head-mounted displays, eyeglasses, handhelds, and HUDs. Some applications of augmented reality include education, video games, medical, and navigation.
This document discusses the role of dreaming in AI-human interactions and the impacts of virtual reality technologies. It summarizes a presentation on how increased immersion in virtual worlds through activities like video game playing may influence dreaming. The author's lab studies gamers' dreams and has found some gamers incorporate gaming content and scenarios into their dreams. The lab's research also suggests gaming may increase lucid and bizarreness in dreams, and influence how threats are simulated. The conclusions question whether these changes reflect improved cognition or creativity from extensive virtual world exposure and immersion.
How Games, Augmented and Virtual Reality are Disrupting Corporate Learning - ...SeriousGamesAssoc
Consumer experiences with games, virtual and augmented reality are shaping demand for a new generation of corporate digital learning. How do you develop a generation of learners who may have spent more time with video games than in school? How do you give your learners super power with augmented reality? How do you develop virtual reality “flight simulators” for any task that’s too dangerous, expensive or inconvenient to practice in real life? How do you leverage the popularity of mobile gaming to develop leadership skills?
Bold, tightly integrated digital learning strategies will determine the winners in the new landscape. The biggest payouts will go to the digital disruptors. In this session, you’ll learn how serious games, mobile microlearning, augmented and virtual reality is poised to forever change the way people learn and organizations teach. The session will show how leading Fortune 500 companies are:
• using virtual reality as “the ultimate empathy machine” to develop develop customer service and people skills,
• leveraging the two billion phones that were just turned into a magic lens of augmented reality to develop everything from on-boarding to performance support,
• developing skills with games that thrive on a sense of engagement, storytelling, character identification, immersion, problem solving, and accomplishment,
You will learn how industry leaders from healthcare, financial service and manufacturing are ushering in a new era of experiential and visceral learning with digital consumer media.
This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient education, and behavior change. Several specific games are described that target areas like emergency response training, medical procedures practice, chronic condition management, physical therapy, and nutrition education. The document discusses trends in exergames and motion-based games using devices like the Microsoft Kinect. In conclusion, it presents some future directions like combining gaming with home rehabilitation.
imaginary: Serious Games and Gamification imaginary srl
Milan based Imaginary are one of the longest established and most respected European Serious Games companies. Since its formation in 2004, Imaginary has built an enviable reputation for its multi-disciplinary specialisation in the rapidly growing serious games and gamification market place. Imaginary has been a pioneering and innovative company playing a key role in European Research.
The key strengths of its multi-disciplinary team are creativity and innovation backed by solid technical competence and an understanding of the commercial potential of serious games and gamification in its 3 main chosen development areas – eHealth and Care, Training and Education, Smart Cities and Communities where the transformational impact of these technologies and applications is now widely acknowledged.
imaginary: creative serious games and gamificationLucia Pannese
imaginary company presentation with 10 years of gamification and serious games based interactive experiences for training, learning and development, marketing and communication, ehealth, smart cities and societies, tourism: from concept to technology, storytelling and design. imaginary produce digital interactive technologies that collect and communicate data, share knowledge, change behaviour, raise awareness, train and assess staff and provide competitive advantage.
imaginary: serious games and gamificationimaginary srl
Milan based Imaginary are one of the longest established and most respected European Serious Games companies. Since its formation in 2004, Imaginary has built an enviable reputation for its multi-disciplinary specialisation in the rapidly growing serious games and gamification market place. Imaginary has been a pioneering and innovative company playing a key role in European Research.
The key strengths of its multi-disciplinary team are creativity and innovation backed by solid technical competence and an understanding of the commercial potential of serious games and gamification in its 3 main chosen development areas – eHealth, Smart Cities and training where the transformational impact of these technologies and applications is now widely acknowledged.
MillenniumHospital is an interactive 3D virtual hospital game that allows surgeons to access medical education lessons and learn collaboratively with peers.
Rescue League is a virtual hospital simulation game designed to train emergency volunteers for stressful situations through procedural scenarios and feedback from a virtual tutor. 70% of volunteers who tested the game said it helped them better understand work procedures.
iSpectrum is a serious game with workplace scenarios aimed at improving social skills for people with autism spectrum disorders and their families. Trainers and users said it was useful for preparing for jobs and understanding how offices work.
Augmented reality combines real-world elements with computer-generated data, interacting in real-time. It can be implemented using devices like head-mounted displays, eyeglasses, handhelds, and HUDs. Some applications of augmented reality include education, video games, medical, and navigation.
This document discusses the role of dreaming in AI-human interactions and the impacts of virtual reality technologies. It summarizes a presentation on how increased immersion in virtual worlds through activities like video game playing may influence dreaming. The author's lab studies gamers' dreams and has found some gamers incorporate gaming content and scenarios into their dreams. The lab's research also suggests gaming may increase lucid and bizarreness in dreams, and influence how threats are simulated. The conclusions question whether these changes reflect improved cognition or creativity from extensive virtual world exposure and immersion.
How Games, Augmented and Virtual Reality are Disrupting Corporate Learning - ...SeriousGamesAssoc
Consumer experiences with games, virtual and augmented reality are shaping demand for a new generation of corporate digital learning. How do you develop a generation of learners who may have spent more time with video games than in school? How do you give your learners super power with augmented reality? How do you develop virtual reality “flight simulators” for any task that’s too dangerous, expensive or inconvenient to practice in real life? How do you leverage the popularity of mobile gaming to develop leadership skills?
Bold, tightly integrated digital learning strategies will determine the winners in the new landscape. The biggest payouts will go to the digital disruptors. In this session, you’ll learn how serious games, mobile microlearning, augmented and virtual reality is poised to forever change the way people learn and organizations teach. The session will show how leading Fortune 500 companies are:
• using virtual reality as “the ultimate empathy machine” to develop develop customer service and people skills,
• leveraging the two billion phones that were just turned into a magic lens of augmented reality to develop everything from on-boarding to performance support,
• developing skills with games that thrive on a sense of engagement, storytelling, character identification, immersion, problem solving, and accomplishment,
You will learn how industry leaders from healthcare, financial service and manufacturing are ushering in a new era of experiential and visceral learning with digital consumer media.
This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient education, and behavior change. Several specific games are described that target areas like emergency response training, medical procedures practice, chronic condition management, physical therapy, and nutrition education. The document discusses trends in exergames and motion-based games using devices like the Microsoft Kinect. In conclusion, it presents some future directions like combining gaming with home rehabilitation.
Virtual reality and augmented reality -Bournane AbdelkrimAbdelkrim Bournane
This is a presentation about virtual reality and augmented, it contains basics about the origin of VR and why does it work, and some application of AR and VR.
We’ve highlighted five platforms for working towards Augmented Humanity in 2020. In each chapter we’ll cover evolving trends, key action points for businesses and brands and showcase best-in-class examples of these trends in action. The first four subsections within each theme are key action points, the fifth subsection is a nascent or emerging one-to-watch trend to explore in the coming years.
The document discusses augmented reality, providing definitions and examples. Augmented reality embeds digital information into the real world, blending real and virtual environments. Examples mentioned include the Sixth Sense wearable device and Layar and Recognizr mobile apps. The text also explores applications of augmented reality in education, noting its potential to provide interactive, contextual learning and engage students. Advantages include blending real and virtual information, while disadvantages include cost and privacy issues.
The document discusses serious games and immersive technologies in the UK and Europe. It introduces the Serious Games Institute, which focuses on applying immersive technologies to social and economic issues. It provides examples of serious games developed in the UK for education, healthcare, and other industries. The document also discusses trends in immersive technologies for learning, including personalized learning through virtual worlds and games linked to real-world data. Finally, it talks about partnerships between the Serious Games Institute and industries in the region.
Potential of virtual worlds for tourismDavid Wortley
This workshop presentation was delivered in Bucharest for the J'Info Tourism Training company. It focused on the potential of virtual worlds for culture, heritage and tourism.
Immersive Technologies Presentation for Digital EarthDavid Wortley
The document discusses immersive technologies, human computer interfaces, and Digital Earth. It notes that immersive technologies like games and virtual worlds engage users' time and attention in educational ways. These technologies are driving innovation in areas like 3D rendering and collaboration tools. New interfaces using motion tracking, touchscreens, and brainwave sensors are making technology more accessible and attractive to users. However, harnessing the opportunities of these technologies to shape a sustainable future will be a big challenge.
Dynamic UIs can be summarized as follows:
1) Dynamic UIs react to real world behavior and support natural user interactions through transitions rather than static screen states.
2) Key patterns for dynamic UIs include persistent UI elements, generative visuals, adaptive elements, and allowing user control of the space.
3) Emerging technologies like 3D, touch, gestures, and physics can enable more dynamic UIs, but design tools and processes also need to change to support prototyping and communicating dynamic experiences.
Immersive Technologies for CRM Richmond Events ArcadiaDavid Wortley
Immersive technologies like games, virtual worlds, and social networks can play a role in customer relationship management by helping people form and maintain relationships. These technologies allow for personalized experiences and intelligent interactions that treat each person as an individual. In the future, technologies may facilitate relationship building through artificial intelligence, location services, and profiling to help connect people with shared interests. However, technology must be designed to support human qualities like emotion, judgment, and creativity in order to truly enhance relationships.
Milan based Imaginary are one of the longest established and most respected European Serious Games companies. Since its formation in 2004, Imaginary has built an enviable reputation for its multi-disciplinary specialisation in the rapidly growing serious games and gamification market place. Imaginary has been a pioneering and innovative company playing a key role in European Research.
The key strengths of its multi-disciplinary team are creativity and innovation backed by solid technical competence and an understanding of the commercial potential of serious games and gamification in its 3 main chosen development areas – eHealth, Smart Cities and training where the transformational impact of these technologies and applications is now widely acknowledged.
Serious Games and digital interactive technologies for Healthcareimaginary srl
This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient communication and behavior change. Specific examples are provided of games that simulate medical procedures, support physical therapy and exercise, and teach nutrition. The document concludes by discussing emerging areas like home rehabilitation systems and using motion sensors to integrate rehabilitation into work environments.
MIRROR presentation at Leicester Games FestivalLucia Pannese
These slides present the seriousgames developed within the MIRROR project www.mirror-project.eu to support reflective learning as well as a game for introducing autistic people into some jobs and they give a taste of the new Rehab@Home project to transform post-stroke patients' homes into engaging rehabilitation environments where they have a good quality of life, where medical protocols are safely monitored and where they are socially included.
Virtual Environments for Games Based Reflective Learning focused on health ap...imaginary srl
The document discusses using serious games for healthcare applications like rehabilitation. It notes that the serious games industry is growing and games are effective for education and health. Games can support therapy, self-management of conditions, and train healthcare professionals. The MIRROR project aims to create games that encourage reflection on work experiences. A scenario describes a game for nurses dealing with stress. The game would include a virtual tutor, hospital environment, dialogues and mini-games to reflect on experiences. Formative testing found users found the tutor and immersion helpful. Next steps include new scenarios and dynamic scenes.
Towards Virtual Rehabilitation - MCS (UCSC) Research Project 2016 - PresentationThiwanka Makumburage
This document discusses developing a system called LeapPlay that uses hand gesture control of serious games to improve cognitive and motor skills in children with special needs. It aims to precisely track hand gestures to identify improvements and develop games suitable for skills development. The system utilizes real-time hand gesture tracking from a Leap Motion controller to link gestures to game actions. An evaluation with 6 users found that the LeapPlay application was able to improve skills through the specially designed therapy games controlled by natural gestures.
The document discusses using gaming to address challenges in business units through simulation, training, and marketing. It describes how gaming can simulate real life scenarios to help with training, influence behaviors, improve self-help, and market key messages virally. Developing effective games requires understanding the target audience, involving users in design, attracting people to join, and training people to use the games. Both in-house development and commissioning external developers are options, depending on the resources required. Research, game design principles, engagement processes, and choice of technologies are recommended to maximize the benefits of gaming.
Video games can create learning environments by modelling real-world situations virtually. An example is modelling disease spread through human interaction in games. This allows manipulation of scenarios that can't be implemented safely in real life. Games also boost cognitive function and brain efficiency in players. Teachers can use this by creating educational games or modifying existing ones to impart lessons. They can also use games to create desired emotional responses in students and teach social skills.
This document discusses various assistive technologies that can help students with different types of cognitive, physical, sensory, and other disabilities. It provides examples of software, hardware, and mobile applications that offer cognitive assistance (e.g. switch software), physical assistance (e.g. zoom text screen reader), sensory assistance (e.g. sound blocking headphones), assistance for at-risk youth (e.g. Herotopia virtual world), gifted/talented students (e.g. virtual museums), and examples of fun applications (e.g. Rubix cube game). Each technology is briefly described and linked to additional online resources.
Collaborative Techniques to Design and Market 3D Virtual Healthcare Simulatio...SeriousGamesAssoc
Virtual 3D simulations are difficult enough to design and create by a single vendor. The advent of virtual and augmented reality now requires the expertise of advanced skills that most institutions find expensive and extremely difficult to implement. This session will address the integration of Virtual Skills outside vendors to successfully and profitably provide the latest tools and techniques to your project.
Learning Objectives:
1. Finding project-based virtual skills partners
2. Creating a business model that compliments each partner
3. Management techniques to ensure project cohesiveness
Stefan colins - enhance the human experience in a new real worldStefan Colins
Presentation about how immersive technology (virtual, augmented, mixed reality) can help companies enhance their learning and training experiences and tools.
#TasteOfInspiration What's in the game? Enhanced human experience in a real w...The Learning Hub
Enhanced human experience in a real world. How can we create an Immersive Learning Environment by using game mechanics combined with VR and AR ? Part of the Taste of Inspiration seminar organised by The Learning Hub in Technopolis on the 19th of May 2017.
To bring out such extraordinary business entities making massive changes in the peoples’ lives, we have come up with this interesting issue titled, “10 Leading Gaming Solution Provider Companies in 2018”.
Virtual reality and augmented reality -Bournane AbdelkrimAbdelkrim Bournane
This is a presentation about virtual reality and augmented, it contains basics about the origin of VR and why does it work, and some application of AR and VR.
We’ve highlighted five platforms for working towards Augmented Humanity in 2020. In each chapter we’ll cover evolving trends, key action points for businesses and brands and showcase best-in-class examples of these trends in action. The first four subsections within each theme are key action points, the fifth subsection is a nascent or emerging one-to-watch trend to explore in the coming years.
The document discusses augmented reality, providing definitions and examples. Augmented reality embeds digital information into the real world, blending real and virtual environments. Examples mentioned include the Sixth Sense wearable device and Layar and Recognizr mobile apps. The text also explores applications of augmented reality in education, noting its potential to provide interactive, contextual learning and engage students. Advantages include blending real and virtual information, while disadvantages include cost and privacy issues.
The document discusses serious games and immersive technologies in the UK and Europe. It introduces the Serious Games Institute, which focuses on applying immersive technologies to social and economic issues. It provides examples of serious games developed in the UK for education, healthcare, and other industries. The document also discusses trends in immersive technologies for learning, including personalized learning through virtual worlds and games linked to real-world data. Finally, it talks about partnerships between the Serious Games Institute and industries in the region.
Potential of virtual worlds for tourismDavid Wortley
This workshop presentation was delivered in Bucharest for the J'Info Tourism Training company. It focused on the potential of virtual worlds for culture, heritage and tourism.
Immersive Technologies Presentation for Digital EarthDavid Wortley
The document discusses immersive technologies, human computer interfaces, and Digital Earth. It notes that immersive technologies like games and virtual worlds engage users' time and attention in educational ways. These technologies are driving innovation in areas like 3D rendering and collaboration tools. New interfaces using motion tracking, touchscreens, and brainwave sensors are making technology more accessible and attractive to users. However, harnessing the opportunities of these technologies to shape a sustainable future will be a big challenge.
Dynamic UIs can be summarized as follows:
1) Dynamic UIs react to real world behavior and support natural user interactions through transitions rather than static screen states.
2) Key patterns for dynamic UIs include persistent UI elements, generative visuals, adaptive elements, and allowing user control of the space.
3) Emerging technologies like 3D, touch, gestures, and physics can enable more dynamic UIs, but design tools and processes also need to change to support prototyping and communicating dynamic experiences.
Immersive Technologies for CRM Richmond Events ArcadiaDavid Wortley
Immersive technologies like games, virtual worlds, and social networks can play a role in customer relationship management by helping people form and maintain relationships. These technologies allow for personalized experiences and intelligent interactions that treat each person as an individual. In the future, technologies may facilitate relationship building through artificial intelligence, location services, and profiling to help connect people with shared interests. However, technology must be designed to support human qualities like emotion, judgment, and creativity in order to truly enhance relationships.
Milan based Imaginary are one of the longest established and most respected European Serious Games companies. Since its formation in 2004, Imaginary has built an enviable reputation for its multi-disciplinary specialisation in the rapidly growing serious games and gamification market place. Imaginary has been a pioneering and innovative company playing a key role in European Research.
The key strengths of its multi-disciplinary team are creativity and innovation backed by solid technical competence and an understanding of the commercial potential of serious games and gamification in its 3 main chosen development areas – eHealth, Smart Cities and training where the transformational impact of these technologies and applications is now widely acknowledged.
Serious Games and digital interactive technologies for Healthcareimaginary srl
This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient communication and behavior change. Specific examples are provided of games that simulate medical procedures, support physical therapy and exercise, and teach nutrition. The document concludes by discussing emerging areas like home rehabilitation systems and using motion sensors to integrate rehabilitation into work environments.
MIRROR presentation at Leicester Games FestivalLucia Pannese
These slides present the seriousgames developed within the MIRROR project www.mirror-project.eu to support reflective learning as well as a game for introducing autistic people into some jobs and they give a taste of the new Rehab@Home project to transform post-stroke patients' homes into engaging rehabilitation environments where they have a good quality of life, where medical protocols are safely monitored and where they are socially included.
Virtual Environments for Games Based Reflective Learning focused on health ap...imaginary srl
The document discusses using serious games for healthcare applications like rehabilitation. It notes that the serious games industry is growing and games are effective for education and health. Games can support therapy, self-management of conditions, and train healthcare professionals. The MIRROR project aims to create games that encourage reflection on work experiences. A scenario describes a game for nurses dealing with stress. The game would include a virtual tutor, hospital environment, dialogues and mini-games to reflect on experiences. Formative testing found users found the tutor and immersion helpful. Next steps include new scenarios and dynamic scenes.
Towards Virtual Rehabilitation - MCS (UCSC) Research Project 2016 - PresentationThiwanka Makumburage
This document discusses developing a system called LeapPlay that uses hand gesture control of serious games to improve cognitive and motor skills in children with special needs. It aims to precisely track hand gestures to identify improvements and develop games suitable for skills development. The system utilizes real-time hand gesture tracking from a Leap Motion controller to link gestures to game actions. An evaluation with 6 users found that the LeapPlay application was able to improve skills through the specially designed therapy games controlled by natural gestures.
The document discusses using gaming to address challenges in business units through simulation, training, and marketing. It describes how gaming can simulate real life scenarios to help with training, influence behaviors, improve self-help, and market key messages virally. Developing effective games requires understanding the target audience, involving users in design, attracting people to join, and training people to use the games. Both in-house development and commissioning external developers are options, depending on the resources required. Research, game design principles, engagement processes, and choice of technologies are recommended to maximize the benefits of gaming.
Video games can create learning environments by modelling real-world situations virtually. An example is modelling disease spread through human interaction in games. This allows manipulation of scenarios that can't be implemented safely in real life. Games also boost cognitive function and brain efficiency in players. Teachers can use this by creating educational games or modifying existing ones to impart lessons. They can also use games to create desired emotional responses in students and teach social skills.
This document discusses various assistive technologies that can help students with different types of cognitive, physical, sensory, and other disabilities. It provides examples of software, hardware, and mobile applications that offer cognitive assistance (e.g. switch software), physical assistance (e.g. zoom text screen reader), sensory assistance (e.g. sound blocking headphones), assistance for at-risk youth (e.g. Herotopia virtual world), gifted/talented students (e.g. virtual museums), and examples of fun applications (e.g. Rubix cube game). Each technology is briefly described and linked to additional online resources.
Collaborative Techniques to Design and Market 3D Virtual Healthcare Simulatio...SeriousGamesAssoc
Virtual 3D simulations are difficult enough to design and create by a single vendor. The advent of virtual and augmented reality now requires the expertise of advanced skills that most institutions find expensive and extremely difficult to implement. This session will address the integration of Virtual Skills outside vendors to successfully and profitably provide the latest tools and techniques to your project.
Learning Objectives:
1. Finding project-based virtual skills partners
2. Creating a business model that compliments each partner
3. Management techniques to ensure project cohesiveness
Stefan colins - enhance the human experience in a new real worldStefan Colins
Presentation about how immersive technology (virtual, augmented, mixed reality) can help companies enhance their learning and training experiences and tools.
#TasteOfInspiration What's in the game? Enhanced human experience in a real w...The Learning Hub
Enhanced human experience in a real world. How can we create an Immersive Learning Environment by using game mechanics combined with VR and AR ? Part of the Taste of Inspiration seminar organised by The Learning Hub in Technopolis on the 19th of May 2017.
To bring out such extraordinary business entities making massive changes in the peoples’ lives, we have come up with this interesting issue titled, “10 Leading Gaming Solution Provider Companies in 2018”.
IE Application Question J: "How do you imagine social interaction within 10 years, taking into consideration the impact of technology on human relations?"
In this slide, we have discussed both virtual reality and augmented reality. We have also discussed their definition, evolution through time, types, how they work, their contribution in different sectors like medicine, treatment, and education, their application, limitations, and their future.
Augmented Reality And Virtual Reality On Web: Be Ready For Second LifeIRJET Journal
1. The document discusses augmented reality (AR) and virtual reality (VR) and their potential applications and impact. AR supplements real objects with digital elements, while VR immerses users in simulated environments.
2. AR and VR are advancing rapidly and will transform how business, education, and other activities are conducted online through more immersive experiences. They allow users to interact with virtual objects that are not physically present or even created yet.
3. Potential applications of AR include education, entertainment, commerce, and more. VR could be used for architecture, medicine, sports, arts and entertainment. Both are expected to become more widespread technologies in the future.
MyndPlay is an interactive media platform that uses EEG brain-computer interface technology to allow viewers to influence and direct videos and movies using their brainwaves. Viewers can choose outcomes, decide who lives or dies, and control the plot. MyndPlay has been designed for use in movies, videos, games, and training applications in fields like education, healthcare, sports, and advertising to immerse and engage viewers.
Resuscitation Game: the game for neonatal resuscitation staff trainingimaginary srl
Neonatal Resuscitation Training Game is a 3D game-based simulated learning tool, targeted to healthcare professionals, that allows learning by trial-and-error in a risk-free environment, while keeping a high level of realism.
Resuscitation game: il nuovo training game per la rianimazione neonatale imaginary srl
Resuscitation Game permette di tagliare drasticamente i costi della formazione delle equipe specialistiche e di offrire ai professionisti una formazione efficace e all’avanguardia:
- un nuovo corso di formazione, coinvolgente e unico, nel rispetto degli standard formativi suggeriti dagli organismi internazionali.
- un ambiente virtuale immersivo per sperimentare in modo realistico le procedure di lavoro in ambito protetto, senza rischi.
- la possibilità di giocare/formarsi sempre e ovunque
MyCyFAPP: il game per i bambini con fibrosi cistica. imaginary srl
MyCyFAPP fornisce indicazioni per un’alimentazione e uno stile di vita sani, fondamentali nella gestione di questa malattia.
Con MyCyFAPP i bambini apprendono:
- la distinzione tra i principali macronutrienti (carboidrati, proteine e grassi) e le loro sottocategorie (ad esempio: grassi di origine animale e di origine vegetale);
- la quantità di grassi contenuta nei cibi;
- l’importanza di idratarsi frequentemente durante tutto l’arco della giornata;
- l’importanza dell’attività sportiva.
MyCyFAPP è l’app che, attraverso il gioco, fornisce indicazioni per un’alimentazione e uno stile di vita sani, aspetti fondamentali nella gestione della fibrosi cistica.
Rehab@Home Milan Showcase: User Trials at Fondazione Don Carlo Gnocchiimaginary srl
This is the presentation by Johanna Jonsdottir from Fondazione Don Carlo Gnocchi ONLUS at the Rehab@Home showcase held in Milan last March 25th 2014.
Fondazione Don Carlo Gnocchi ONLUS used the serious games developed by imaginary with some patients and presented the results they had.
Rehab@Home Milan Showcase: User Trials at NTGBimaginary srl
This is the presentation by Wolfhard Klein from Neurologisches Therapiezentrum at the Rehab@Home showcase held in Milan last March 25th 2014.
Neurologisches Therapiezentrum used the serious games developed by imaginary with some patients and presented the results they had.
Rehab@Home showcase: the project presentationimaginary srl
The REHAB@HOME project is an EU-funded collaboration between 9 partners across 4 countries developing an innovative home rehabilitation solution using games and sensors. The project aims to enable people with physical or cognitive impairments to receive high-quality rehabilitation at home for longer than traditional healthcare allows. By integrating software, hardware, medical data and social networks, the system transforms the home into an engaging rehabilitation space with remote support from specialists. Initial achievements include a low-cost user-friendly system to support long-term programs and monitor patients while involving family members.
CRe-AM: a bridge between ICT and Creative Industries - Games Communityimaginary srl
The CRe-AM project aims to bridge communities of creators in the creative industries like videogames, art, publishing, design, music and architecture with communities of technology providers to develop and advance new ICT technologies. The project will involve online discussions, workshops, and events to identify technology trends, discuss visions of the future of games, and debate barriers and enablers to innovation, with the goal of streamlining collaboration between the creative industries and technology developers.
Serious Games: la formazione diventa socialimaginary srl
In queste slide, presentate da imaginary in occasione della Conferenza Serigamex 2013 organizzata da MIMOS a Roma lo scorso 21 marzo, si indaga l'utilizzo dei serious games nella digitalizzazione e condivisione virtuale dell’esperienza formativa. In particolare si presentano tre case studies: i serious games in 3D realizzati per il progetto MIRROR, il mobile game di SUPERHUB e il simulatore di dialoghi interpersonali in contesti multiculturali progettato e realizzato per il progetto ImREAL.
The document describes a business simulation tool that allows users to practice skills through different scenarios like a job interview or business dinner. Learners can self-regulate their learning by choosing steps associated with different competencies. The interface lets learners configure their simulation and see their training focus. It also includes features for comments, a chatbox, and a moodmap.
ImREAL Simulator Presentation by imaginaryimaginary srl
This document discusses improving the process of preparing learning simulations. Previously, preparation was fully manual across design, configuration, and run time. The proposed ImREAL system aims to augment this by providing storytelling and storyboarding modules to assist with design time, recognizing users and allowing self-regulated learning for configuration time, and offering adaptive content and tutoring for run time. Next steps include fully implementing storytelling and experimenting with preparing real content using storyboarding.
Artificial Intelligence and Personalised Learningimaginary srl
The document discusses how artificial intelligence and personalized learning are shaping education. It notes that video games, virtual worlds, and social networks can be used to re-engage students and adjust gameplay based on their capabilities and motivations. Artificial intelligence, drawing on crowd-sourcing, can dynamically adapt learning experiences. The key messages are that education will increasingly adopt best practices from immersive technologies and games, use e-portfolios and avatars to track student activity and preferences, and deliver personalized learning from early childhood through adulthood using technology to support interventions.
Next generation Reflective Learning in a 3D virtual environmentimaginary srl
This document describes a proposed next generation reflective learning game in a 3D virtual environment. The game aims to help nurses and carers deal with stress and challenging patient behavior through self-regulated learning. It would reduce tutorial effort, connect virtual and real experiences, and motivate learning through reflection. Key aspects of the proposed game include 3D graphics, immersion, simple gameplay, varied interactivity, high fidelity, and a virtual tutor to guide learning and reflection. The game is based on Vygotsky's social learning theory and would take place in a virtual hospital setting with dialogues, mini-games, and a virtual tutor to provide feedback and help rebuild understanding. An initial formative evaluation suggested learners found it helpful and engaging.
Serious Games based training to deal with difficult dialogues and stressful s...imaginary srl
This document discusses using serious games and simulations for healthcare training. It proposes creating a virtual hospital simulation game to train nurses and caregivers to deal with difficult dialogues and stressful situations. The game would feature a virtual tutor based on social learning theory to guide players and help them reflect on their experiences. Formative testing found that players found the virtual tutor and mini-games helpful for learning important soft skills. The document concludes by discussing expanding the game to additional scenarios and dynamic features.
SUPERHUB: Engaging Citizens for Green Mobilityimaginary srl
SuperHUB is an EU project that aims to design an open platform integrating multi-modal transportation options and enabling services to address user mobility needs and encourage environmentally-friendly transportation choices. The platform will provide personalized transportation offers and missions through a mobile game interface to influence travel behavior. User data will be shared on social media while respecting privacy, and the platform may offer rewards like badges or discounts to motivate low-carbon transportation choices. The project seeks to test this approach and its potential for sponsors and publicity through real-world demonstrations.
This is the presentation of the ImREAL project which aim is to develop a novel conceptual framework and innovative semantic-enhanced intelligent services to
augment existing simulated environments with adaptive meta-cognitive scaffolding in a costeffective way.
3. MillenniumHospital
an innovative interface
to an LMS system
MilleniumHospitalisan interactive, gamified3D hospital wherea surgeoncan interactwith game-basedmedicalcontent, navigate environments, accesse-learning lessonsand learninteractvelywith peers.
4. Managing emergency
situations: Rescue
League
Set in a 3D virtual hospital which was
damaged by an earthquake, this game is
designed to offer training for emergency
volunteers dealing with stressful
situations and applying procedural
knowledge.
A virtual tutor accompanies the user
during the whole game experience,
giving feedback and helping to manage
specific situations in a better way.
70% of the volunteers who tested the game
stated it helped them to better understand
the working procedures they have to follow.
6. WATCH THE VIDEO
Improving social
interaction: iSpectrum
This serious game is targeted at people
affected by Autistic Spectrum Disorders
and their families.
Through 3 different scenarios: an office,
a minimarket and a gardening centre,
the virtual working environment offers
users the opportunity to prepare
themselves for job interviews, and so
acquire the necessary know-how to deal
with critical situations in the workplace.
Trainers said: it was really useful. It affected
users emotions and their learning process.
ASD users said: It showed me important
aspects of ‘how an office works in reality’.
8. Ability
Abilityisan experientialgame-basedhome environmentfor cognitive and physicalrehabilitation. Games are suitablefor interactiveuse with the latestimmersiveinteractivetechnologiessuchasMicrosoft Kinect and OculusRift.
9. CLinIC:
The Virtual Tutor
Set in a 3D virtual Hospital this game
aims to train nurses around complex
dialogues and stressful situations.
A virtual tutor accompanies the user
during the whole game experience,
giving feedback and helping to
manage specific situations.
WATCH THE VIDEO
60% of the healthcare staff who tested the
game evaluated it as a positive method to
experience new working situations they
could encounter.
10. Pegaso
The PEGASO game isa mobile social game designedspecificallyfor teenagers to sensitizethemand modifytheirlifestylehabitsby encouraginghealthynutritionwhichcan avoidobesityand resultinghealthproblems.
11. If you need further
information, please don’t hesitate
to contact us.
Via Mauro Macchi, 50
20124 Milano
PH. +39 02 89458.576
FAX +39 02 89458.695