|
|
|
Ivan S. Maksymov
Ambiguous optical illusions have been a paradigmatic object of fascination, research and inspiration in arts, psychology and video games. However, accurate computational models of perception of ambiguous figures have been elusive. In this paper, we desig...
ver más
|
|
|
|
|
|
|
Sarah Parkinson, Sophie Schumann, Amelia Taylor, Clare Fenton, Gavin Kearney, Megan Garside and Daniel Johnston
Previous studies have shown that autistic people often display atypical responses when processing sensory information, with particular prevalence within the auditory domain. Often provoked by common everyday sounds, auditory hypersensitivity can result i...
ver más
|
|
|
|
|
|
|
Mónica Cruz, Abílio Oliveira and Alessandro Pinheiro
We were promised that the Metaverse would revolutionize our lives, social interactions, work, and business. However, how and when will this happen? We have seen the growth and development of technology, but there is no agreement or prediction about a spe...
ver más
|
|
|
|
|
|
|
Inês Oliveira, Vítor Carvalho, Filomena Soares, Paulo Novais, Eva Oliveira and Lisa Gomes
In recent years, the role of emotions in digital games has gained prominence. Studies confirm emotions? substantial impact on gaming, influencing interactions, effectiveness, efficiency, and satisfaction. Combining gaming dynamics, Virtual Reality (VR) a...
ver más
|
|
|
|
|
|
|
Jesus GomezRomero-Borquez, J. Alberto Del Puerto-Flores and Carolina Del-Valle-Soto
This work presents a study in which the cognitive concentration levels of participants were evaluated using electroencephalogram (EEG) measures while they were playing three different categories of virtual reality (VR) video games: Challenging Puzzlers, ...
ver más
|
|
|
|
|
|
|
Jacek Polechonski, Karolina Kostorz and Piotr Polechonski
Active virtual reality games (AVRGs) have become more and more popular. As the intensity of this form of physical activity (PA) may be insufficient to achieve health-related benefits, it is worth looking for solutions that increase the intensity of PA. T...
ver más
|
|
|
|
|
|
|
Fares Abu-Abed and Sergey Zhironkin
Currently, the gamification of virtual reality for training miners, especially for emergencies, and designing the extraction of minerals in difficult technological conditions has been embodied in the Virtual Mine software and hardware. From a software de...
ver más
|
|
|
|
|
|
|
Humberto Marín-Vega, Giner Alor-Hernández, Maritza Bustos-López, Ignacio López-Martínez and Norma Leticia Hernández-Chaparro
Extended Reality (XR) is an emerging technology that enables enhanced interaction between the real world and virtual environments. In this study, we conduct a scoping review of XR engines for developing gamified apps and serious games. Our study revolves...
ver más
|
|
|
|
|
|
|
Robertas Dama?evicius, Rytis Maskeliunas and Tomas Bla?auskas
A serious game is a type of game that is designed for a primary purpose other than entertainment. Instead, serious games are intended to achieve specific goals, such as education, training, or health promotion. The goal of serious games is to engage play...
ver más
|
|
|
|
|
|
|
Christina Volioti, Christos Orovas, Theodosios Sapounidis, George Trachanas and Euclid Keramopoulos
Active learning, a student-centered approach, engages students in the learning process and requires them to solve problems using educational activities that enhance their learning outcomes. Augmented Reality (AR) has revolutionized the field of education...
ver más
|
|
|
|