SGS 2018 Commitee Organization at Palazzo Riso · 1 SGS 2018 Commitee Organization at Palazzo Riso...
Transcript of SGS 2018 Commitee Organization at Palazzo Riso · 1 SGS 2018 Commitee Organization at Palazzo Riso...
1
SGS 2018 Commitee Organization at Palazzo Riso
INTERNATIONAL CONFERENCE DEDICATED TO
THE SCIENCE AND APPLICATION OF SERIOUS
GAMES
5.-7. December 2018, MuseoRiso, Palermo
https://conf.seriousgamessociety.org
2
Gala Conf 2018 Exhibitors
Contents Citychallenge of Palermo ............................................................................................................................. 3
Muv-Moblity Urban Values .......................................................................................................................... 4
Book runner ...................................................................................................................................... 5
NarRob .............................................................................................................................................. 6
GameLab ........................................................................................................................................... 7
Blanket heavy nightmares .................................................................................................................. 8
League of lasers ………………………………………………………………………………………………………………………………………9
Lost Earth………………………………………………………………………………………………………………………………………………10
Musicality………………………………………………………………………………………………………………………………………………11
Powersaver Game………………………………………………………………………………………………………………………………….12
Alatin…………………………………………………………………………………………………………………………………………………….13
Svoboda 1945………………………………………………………………………………………………………………………………………..14
Openup Learning……………………………………………………………………………………………………………………………………15
Shadow' s Edge……………………………………………………………………………………………………………………………………..16
uManager………………………………………………………………………………………………………………………………………………17
Xr-Serious Games Toolkit………………………………………………………………………………………………………………………18
3
INTERNATIONAL CONFERENCE DEDICATED TO THE
SCIENCE AND APPLICATION OF SERIOUS GAMES
5.-7. December 2018, MuseoRiso, Palermo
https://conf.seriousgamessociety.org
Citychallenge of Palermo Pre-event
A treasure hunt organized by the CNR - Institute for Educational
Technologies (ITD hosting team and leaded by Manuel Gentile as pre-event
in connection to Serious Games Gala Conference 2018.
45 students of local secondary schools scattered with riddles in 4 paths among
the streets of the historical centre of Palermo used the mobile game,
CityChallenge of Palermo to re-discover and learn more about 9 monuments
solving logical and cultural puzzles.
The city challenge game is an adaptable geolocated game developed within
H2020 Beaconing project by PlayVisit. It can be adapted to every location.
and cultural puzzles in order to discover some places of historical interest in
the city.
The winning team during the award ceremony on Dec. 6
DEMO
1
4
INTERNATIONAL CONFERENCE DEDICATED TO THE
SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo
https://conf.seriousgamessociety.org
Muv-Moblity Urban Values By Domenico Schillaci, Salvatore Di Dio, Roberto Filippi, Francesco Massa, Angelo
Sanfilippo, Pasquale Sacco
PUSH – Design Lab for Social and Urban Innovation
DEMO
2
MUV turns mobility into a sport. After downloading the app, users can track
their sustainable travels (on foot, by bike, by public transport) and get points
with which they can challenge their neighbours, rise in rankings and be
rewarded with trophies and real gifts.
MUV makes local stakeholders cooperate with the aim of being better
citizens in happier cities.
Data collected by MUV are shared as Open Data and valorised by active
communities, city planners and local stakeholders co-design more effective
urban policies.
MUV touchpoints and processes have been co-designed with local
communities.
During the demo session at Gala Conference most of the participants were
interested and appreciated the graphic design and the user experience. Being
a travel-based app, it wasn't easy to get it fully tested. However, most of the
feedback was positive.
5
INTERNATIONAL CONFERENCE DEDICATED TO THE
SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo
https://conf.seriousgamessociety.org
Book Runner
By Samantha Clarke, Darren Flynn, Becky Collins
Disruptive Media Learning Lab – Coventry University- UK
DEMO
3
Book Runner is a RPG style digital game realized to teach University
students about Library basics. The game blends strong story telling and RPG elements with learning
objectives that students are taught in more traditional chalk and talk
lectures.
The game can be viewed online at:
http://libinfo.coventry.ac.uk/Induction/Lib/WWW/
6
INTERNATIONAL CONFERENCE DEDICATED TO THE
SCIENCE AND APPLICATION OF SERIOUS GAMES
5.-7. December 2018, MuseoRiso, Palermo
https://conf.seriousgamessociety.org
NarRob
By Agnese Augello, Ignazio Infantino, Umberto Maniscalco, Giovanni
Pilato, Giampiero Rizzo, Pietro Storniolo, FilippoVella
ICAR-CNR- Italy
NarRob is a social robot that can actively support teachers in storytelling
activities. It is able to analyse the content of a story and associate meaningful
gestures and expressions to the textual content.NarRobexploits both a chatbot
module that allows it to conversewith users during the storytelling activity
and a text mining module to extract some important concepts that can be
emphasized by using non-verbal, communicative signs, such as gestures or
emotional expressions. The robot is endowed with a repository of stories,
together with some basilar knowledge about them and with a repository of
gestures..
DEMO
4
7
INTERNATIONAL CONFERENCE DEDICATED TO THE
SCIENCE AND APPLICATION OF SERIOUS GAMES
5.-7. December 2018, MuseoRiso, Palermo
https://conf.seriousgamessociety.org
GameLab
By Koskinen A.
Tampere University of Technology- Finland
GameLab is a free math game service targeted for comprehensive
schools. It aims to support classroom practices by providing
scientifically tested high quality math games and learning analytics
for teachers. Most of the currently available content focus on rational
numbers.
The games are based on number lines and include various scaffolding
features that aims to enhance learning and engagement. The learning
analytics are designed to improve classroom pedagogy by helping
teachers to assess students’ competencies and to reveal
misconceptions. Academy of Finland has supported the development
of the GameLab service and deliver high-impact digital math games
for schools.
Create an account and take your game-based math teaching to the next
level. All our games are founded on latest research results. Assign
games for your class and follow how your students' skills improve.
DEMO
5
8
INTERNATIONAL CONFERENCE DEDICATED TO THE
SCIENCE AND APPLICATION OF SERIOUS GAMES
5.-7. December 2018, MuseoRiso, Palermo
https://conf.seriousgamessociety.org
Blanket heavy with nightmares By Kyosti Koshela , Artist Suvi Solkio, Kajaani University of Applied
Sciences (KAMK), Finland
Blanket heavy with nightmares is an art installation originally created by
Finnish artist Suvi Solkio and is presented at Kajaani Art Museum. In ESF-
funded project “From Stories to Games” KAMK development team Clever
Simulation Entertainment has turned this art piece into emotional and
immersive Virtual Reality experience.
Game contains introduction of the actual art installation created with
photogrammetry and five different nightmare sequences for the players to
experience. The nightmares visualized in the project were designed in
cooperation with both the artist and Kajaani Art Museum. The whole
development team helped design the main visual outlook for all the nightmare
scenes. Individual nightmares were then developed as different levels in the
game and gaze controlled game play mechanics, 3D-models, animations,
environmental sounds and other features were developed based on the needs
of the nightmare.
The main aim of the Blanket Heavy with Nightmares was to
• develop new innovative methods for presenting contemporary art
• see what kind of emotional responses you can provoke in the players.
DEMO
6
9
INTERNATIONAL CONFERENCE DEDICATED TO THE
SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo
https://conf.seriousgamessociety.org
League of Lasers
By J. Vermeer, S. Alaka, D.J.M. De Bruin, N.A.Miedema, Dr.Ir. A.R.Bidarra,
Dr. S.G.Lukosch
Tudelft University- Netherlands
League of Lasers is a motion-based game where two teams compete in a mix
between football and Pong.
Points are scored by guiding a laser pulse towards the opponent’s goal. Using
their whole body, players control a virtual ‘mirror’ that reflects the laser pulse.
League of Lasers utilizes the augmented reality capabilities of the Microsoft
HoloLens to create a unique sport like experience that is fully immersive and
physically engaging, creating a synergy between video games and sports. The
game was designed to bring people together and have them socialise in a
novel and approachable manner. By creating a competitive team-based
experience, players are stimulated to cooperate and interact with each other.
League of Lasers also immerses the audience, by means of a spectator view,
creating an experience akin to watching your favourite sport. Not only are
players engaged and stimulated to interact, so is the audience.
The authors really enjoyed seeing everyone running around and having fun
playing League of Lasers during the demonstrations
DEMO
7
10
INTERNATIONAL CONFERENCE DEDICATED TO THE
SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo
https://conf.seriousgamessociety.org
Lost Earth
2nd place at GaLA 2018 Awards, SG Business category
By Daniel Atorf, Ehm Kannegieser
Fraunhofer IOSB
In Lost Earth 2307 players liberate the galaxy from an evil cult by
accomplishing reconnaissance missions, which is to analyze aerial or satellite
images, to annotate them and to report. It’s a story driven 4X strategy game
where the mission results closely correlate with the further story progress and
the amount of available resources. See below the video’s game link:
https://www.iosb.fraunhofer.de/servlet/is/58015/
DEMO
8
11
INTERNATIONAL CONFERENCE DEDICATED TO THE
SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo
https://conf.seriousgamessociety.org
Musicality
By Nouri Khalass, Georgia Zarnomitrou, Kazi Injamamul Haque, Salim
Salmi, Simon Maulini, Tanja Linkermann, Nestor Z. Salamon, J. Timothy
Balint And Rafael Bidarra
Delft University of Technology- Netherlands
Musicality is the concept that refers to a person's ability to perceive and
reproduce music. Due to its complexity, it can be best defined by different
aspects of music like pitch, harmony, etc. Scientists believe that musicality is
not an inherent trait possessed only by musicians but something anyone can
nurture and train in themselves.
Musicality is a game that enables you to test and train your musical
perception. Through fun and interactive mini-games you are able to improve
your musical ability!
The game focuses on three of the most basic aspects of musicality: instrument
recognition, tempo and tone. For each aspect we created different mini-games
in order to make training a varied and attractive activity.
The authors found amazing the interaction had with everybody at the demo
session t! People were open and interested in looking at their ideas and
provided them with meaningful feedback.
DEMO
9
12
INTERNATIONAL CONFERENCE DEDICATED TO THE
SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo
https://conf.seriousgamessociety.org
Powersaver Game By Jan Dirk L. Fijnheer,, Herre van Oostendorp and Remco C. Veltkamp
Dept. (Information & Computing Sciences, Utrecht University,NL ) and
J.D.L.Fijnheer, H.vanoostendorp, R.C.Veltkamp
Inholland University of Applied Science (Diemen) and Information & Computing Sciences
University (Utrecht) - Netherlands
A family, avatars of the players, arrives at a dilapidated country house where
a professor had caused a failed experiment. The family enters the main hall
of the house that contains several doors. In every mission session the family
is asked to enter a preselected room. Before the door opens a quiz has to be
played. When the family enters the room a character in the form of a device
that is in a confused state is shown. The family has to accomplish missions,
which contain energy conservation knowledge, to help the device to return to
a normal state. All missions (e.g. washing clothes on low temperatures) take
place in the real world. The total period of playing the game is at least 5
weeks. It takes approximately 2 days to complete a mission. The game has 13
missions, 8 quizzes and an end-battle/scene. The end condition is reached
when all devices and the professor are brought out of their confused state. The
player is getting feedback on energy use and savings during playing, which is
based on average energy consumption in the 21 days before the intervention
started. A household is in competition with 7 virtual households.
The aim is to contribute to the stimulation of individual sustainable behaviour
by studying how gamification can be a positive incentive for people to change
their behaviour regarding energy use at home. It also aims to study whether
transfer from game play to real life behaviour has a long-term character.
DEMO
10
13
INTERNATIONAL CONFERENCE DEDICATED TO THE
SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo
https://conf.seriousgamessociety.org
Alatin By Adriano Allora
Maieutical Labs Srl - Italy
Alatin is a quiz based game designed to teach/learn Latin grammar: we split
all the course in levels and missions to accomplish in the right order (but a
teacher could assign specific target in the order he/she prefers).
The player reaches the goals and acquire Experience Points, now we are
developing a badge section.
There are several types of tasks: open answers, pairing, fill the blanks.
Going for demo in classrooms, the greatest pleasure is seeing the students
working with Alatin! When the bell rings they can’t stop to play that damn
game! ^___^
DEMO
11
14
INTERNATIONAL CONFERENCE DEDICATED TO THE
SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo
https://conf.seriousgamessociety.org
Svoboda 1945
By Vít Šisler, Lukáš Kolek
Charles University and Czech Academy of Sciences
Svoboda 1945 is a narrative adventure game on contemporary history. It tells
the story of the Czech borderlands in the tumultuous aftermath of the World
War II. Through interviews with eyewitnesses, interactive graphic novel and
atmospheric mini-games players experience the post-war years from different,
oftentimes contradictory perspectives. The game is based on comprehensive
historical research.
DEMO
12
15
INTERNATIONAL CONFERENCE DEDICATED TO THE
SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo
https://conf.seriousgamessociety.org
Openup Learning
By Dicheva D. Irwin K, Dichev C
Winston-Salem State University, NC, USA
OneUp Learning is an educational gamification platform aimed at facilitating
the gamification of academic courses/learning activities and fostering
experimental research on gamifying learning. It enables instructors to define
course activities and create exercise problems for practicing and self-
assessment, as well as exams or quizzes for testing particular skills.
The platform enables gamifying these practice activities. It is highly
configurable and supports tailoring gamification features to meet the vision
of the instructor. The gamification related configuration includes the choice
of the game elements to be used along with specification of gaming rules for
them. The system currently supports the following game elements: points
(challenge points, skill points, and activity points), progress bar, virtual
currency, badges, leader board, skill board, learning dashboard, and avatars.
The gaming rules define the conditions upon which certain game elements
are awarded.
DEMO
13
16
INTERNATIONAL CONFERENCE DEDICATED TO THE
SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo
https://conf.seriousgamessociety.org
Shadow’s Edge
By Kevyn Eva Norton
Resonance House Publishing / The Digging Deep Project / Little Chicken Gaming Company)
Shadow’s Edge is a free mobile game for teens and young adults that
empower players to discover their personal story and to find courage to
express them authentically as they live with significant health challenges.
Teens are engaged through their medium-a mobile game-to come to
terms with their experience. It brings together technology
and psychology to support teens through the journey of their illness
and empowers them to take charge of their emotional health.
Using the metaphor of reviving a city struck by a storm, players are
guided through a process of self-inquiry and expression within an urban
gaming environment. By responding to writing prompts and covering
their city in graffiti, players uncover their personal story and build their
emotional resilience to tackle the challenges they face. It was created by
Little Chicken Gaming Company in association with Resonance House,
LLC, and a wholly owned subsidiary of Community Foundation
SiliconValley.
It is not easy for teens to talk about the dark and scary side of illness.
Shadow’s Edge challenges teen patients to tap into the healing power of
self-expression.
On iPhone, browse for Shadow’s Edge in the App Store to download.
https://itunes.apple.com/ch/app/shadows-edge/id1294308300?mt=8
On Android phone, browse for Shadow’s Edge in the Google Play Store
to download.https://play.google.com/store/apps/details?id=com.shadow
sedge.diggingdeep&hl=en
DEMO
14
17
INTERNATIONAL CONFERENCE DEDICATED TO THE
SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo
https://conf.seriousgamessociety.org
uManager
Winner of the SGS 2018 GaLA Comp (Academy Category)
By Manuel Gentile, Giuseppe Città, Salvatore Perna, Alessandro
Signa, Valentina Dal Grande, Simona Ottaviano, Dario La Guardia,
Mario Allegra
Institute for Educational Technology - National Research Council of Italy
uManager is a PC-playable serious game designed to foster the
entrepreneurial mind-set in young students. In the game, players are
given the task to build and manage a touristic resort in order to best fit
the needs of a given market target. Therefore, players need to find the
right services (amongst a wide choice) to offer to their customers at the
right price, and need to hire and manage employees in order to make
those services functional. Numerous analysis tools, such as graphs and
reports, are available to the players to assist them in the comprehension
of the customer response.
According to Umanager CNR team, the reward raised confirms that “a
work conceived and developed by people belonging to different fields of
knowledge can achieve excellent results and motivates us, as a team, to
deepen and improve our game in being an effective research instrument
and a powerful learning tool. The official recognition of the hard work
done for the realization of the uManager Serious Game represents a
stimulus for our future work”
DEMO
15
18
INTERNATIONAL CONFERENCE DEDICATED TO THE
SCIENCE AND APPLICATION OF SERIOUS GAMES 5.-7. December 2018, MuseoRiso, Palermo
https://conf.seriousgamessociety.org
XR-Serious Games Toolkit
By Telmo Zarraonandia, Paloma Díaz, Andrés Santos, Álvaro Montero and
Ignacio Aedo
Department of Computer Science, Universidad Carlos III de Madrid
It will need to connect a router to set up network to allow the
communication between a tabletop (used to play the game in the virtual
world) and some arduinos (used to play the game in the real world).Due to
its size is not included the executable of the toolkit. The demo can be
installed in your laptop, tabletop, and router.
This toolkit aims at facilitating the design and implementation
of serious games played in cross-reality environments. This type of systems
interconnects a physical space with a virtual world. Its use as a platform
for serious games will open the door to the design of collaborative learning
experiences based on games played simultaneously by real and virtual
players. However, due the wide range of technologies they require to
integrate, their implementation could be complex and expensive.
The toolkit aims at lowering the cost of building cross-reality serious games,
so that the
opportunities that this type of artefacts might offer in educational contexts can
be more easily explored.
DEMO
16